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Forevener
Joined: Sat Apr 12, 2008 3:44 am Posts: 12 Location: Russian Federation
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Hydrogen Explosion
How I can make an one-sprite explosion, that erases all ground (and everything else) pixels (behind sprite pixels) instantly? I attached image (explosion sprite by me) that explains my idea. Code as yet. Code: AddEffect = MOSRotating InstanceName = Giant Explosion Mass = 10000 RestThreshold = -10000 LifeTime = 500 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Effects/Pyro/GiantExplosion.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AngularVel = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 4 Depth = 1 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowBig.bmp And I made a hydrogen rocket (added this explosion to gib, count = 20) - it works in way that I want (almost), but very laggy - only few pixels erasing, the rest is falling.
Attachments:
File comment: Made in Adobe Fireworks
Explosion.gif [ 101.13 KiB | Viewed 3330 times ]
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Sat Apr 12, 2008 4:05 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Hydrogen Explosion
change the lifetime to 1, so that it only exists for long enough to destroy everything, then, change the sharpness to something like 99999 so it destroys everything equally well. to save space, make it a solid color, and use other sprites, that last longer and move, to use your visuals. (IE a cookie-cutter explosion, with special effects slapped on top)
unfortunately, this wont work well. why? it instantly kills 100% of what it touches, always. This is not fun.
If you want spontaneous destruction, have extremely high-mass, high-velocity objects (particles, mosrotating, as emitions, or gibs or whatever) if they move extremely fast, it will still be instant damage, however, you can adjust the material, mass, and sharpness, to fine-tune what it kills.
as a general rule, single-frame effects for explosions, both look, and function, like crap.
however, in retrospect, after I re-read this post, and yours, I am reminded of Worms.
If you want it to do a certain amount of damage to a unit, send it flying, AND destroy a perfectly shaped area, THAT is reasonable, and doable.
its in 2 steps. step 1) the damage/push step, create extremely high velocity particles, and adjust the size, mass, and sharpness, so that it does however much damage to actors and vehichles, AND pushes them out of the way of the 'cookie cutter'. make this have a quick burst. MOST IMPORTANTLY, once you have it pushing actors away quick enough from a certain distance, change the lifetimes of those objects, so that they only get as far as you want the 'explosion' to be, so that it doesn't effect anything farther away than that, at all.
Step 2) use the 'cookie-cutter' an image in the shape of the explosion (in worms, that burst that says things like BOOM or whatever other comical thing) that will destroy the terrain. this must happen a split second AFTER step one, so that it pushes people out of the way, so they arent instantly gibbed and killed, because a cookie-cutter stamped a whole in the map. they may still gib an arm or a leg or something, but it is an explosion after all.
TL:DR Cookie-cutter explosions and effects suck 99.9% of the time, so unless you SERIOUSLY work on it, all attempts at this will suck. if you want to know how to make it reasonable without suck, think WORMS, and read steps 1&2 and do that or something like it.
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Sat Apr 12, 2008 7:21 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Hydrogen Explosion
This looks great although there is probably no way that you could get rid of the lag it causes. Since the lag comes from all the terrain particles that got just chewed up by the huge MOSR.
...
Or maybe there is...
How about this:
Make this explosion split into 2 stages and all this should happen really fast. The first explosion will leave the large explosion sprite and make it turn into terrain (Have its material set to "Air"). Then the with a small delay, make the second explosion be just a tad bigger than the first one and make it wipe the first one made out of air and slightly more normal terrain around it.
With that, the amount of free particles would be decreased dramatically and thus(maybe) lessen the lag.
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Sat Apr 12, 2008 1:47 pm |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: Hydrogen Explosion
Make it spawn a door with a circle sprite that rotates really quickly once, neatly chopping everything away. edit: Works with Hits/GetsHitByMOs = 0 too.
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Sat Apr 12, 2008 5:25 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Hydrogen Explosion
Djinn wrote: Make it spawn a door with a circle sprite that rotates really quickly once, neatly chopping everything away. edit: Works with Hits/GetsHitByMOs = 0 too. Hmm, that wouldnt lessen the lag at all. The particles are knocked off instead of being erased when that happens.
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Sat Apr 12, 2008 9:14 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Hydrogen Explosion
numgun wrote: Djinn wrote: Make it spawn a door with a circle sprite that rotates really quickly once, neatly chopping everything away. edit: Works with Hits/GetsHitByMOs = 0 too. Hmm, that wouldnt lessen the lag at all. The particles are knocked off instead of being erased when that happens. That doesn't seem to happen with doors in the pre-game bunker editor =/
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Sat Apr 12, 2008 9:20 pm |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: Hydrogen Explosion
numgun wrote: Djinn wrote: Make it spawn a door with a circle sprite that rotates really quickly once, neatly chopping everything away. edit: Works with Hits/GetsHitByMOs = 0 too. Hmm, that wouldnt lessen the lag at all. The particles are knocked off instead of being erased when that happens. I've never done large scale testing, but I can clear a medium sized circle with less lag and cleaner than with a particle based weapon making the same circle. Warrants more testing on my end.
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Sat Apr 12, 2008 9:38 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Hydrogen Explosion
numgun wrote: Make this explosion split into 2 stages and all this should happen really fast. The first explosion will leave the large explosion sprite and make it turn into terrain (Have its material set to "Air"). Then the with a small delay, make the second explosion be just a tad bigger than the first one and make it wipe the first one made out of air and slightly more normal terrain around it.
With that, the amount of free particles would be decreased dramatically and thus(maybe) lessen the lag.
That wouldn't do any damage.
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Sun Apr 13, 2008 12:53 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Hydrogen Explosion
Miles_T3hR4t wrote: numgun wrote: Make this explosion split into 2 stages and all this should happen really fast. The first explosion will leave the large explosion sprite and make it turn into terrain (Have its material set to "Air"). Then the with a small delay, make the second explosion be just a tad bigger than the first one and make it wipe the first one made out of air and slightly more normal terrain around it.
With that, the amount of free particles would be decreased dramatically and thus(maybe) lessen the lag.
That wouldn't do any damage. It would. The second explosion is the same as this one. The first one just transforms a large number of particles into air.
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Sun Apr 13, 2008 12:07 pm |
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Forevener
Joined: Sat Apr 12, 2008 3:44 am Posts: 12 Location: Russian Federation
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Re: Hydrogen Explosion
Thanks. "Explosion Door" works. And I added MOPixels too - for some blast effects. MOPixels in AddGib section inherits velocity of ex-main object, what unwanted in this context. How to fix it?
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Mon Apr 14, 2008 7:40 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Hydrogen Explosion
Add: To the gib code, so it looks like this: Code: AddGib = Gib GibParticle = MOPixel CopyOf = Whateverparticle Count = 98987 Spread = ... MaxVelocity = 908 MinVelocity = 98098 InheritsVel = 0 Don't mind the weird variables
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Mon Apr 14, 2008 8:44 pm |
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Forevener
Joined: Sat Apr 12, 2008 3:44 am Posts: 12 Location: Russian Federation
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Re: Hydrogen Explosion
Now, I remember that I saw this variable. Thanks.
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Tue Apr 15, 2008 4:22 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Hydrogen Explosion
spread = ... ??? what?
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Tue Apr 15, 2008 6:09 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Hydrogen Explosion
Shook wrote: Don't mind the weird variables It's going to be interesting to see how this turns out, good luck with it :3
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Tue Apr 15, 2008 10:29 am |
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