Author Topic: [DONE] particles for tileset models  (Read 4024 times)

titi

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[DONE] particles for tileset models
« on: 16 September 2010, 10:11:55 »
What about the idea to allow particles in tileset models? This would allow cool effects in tilesets like:
- smoking volcanos
- waterobjects emitting fog
- sparkling objects of all kind
- blooding statues

current definition:
Code: [Select]
              <object walkable="false">
<model path="models/vulcan1.g3d"/>
<model path="models/vulcan2.g3d"/>
</object>

new definition:
Code: [Select]
              <object walkable="false">
<model path="models/vulcan.g3d">
                                <particles value="true">
    <particle-file path="fire_particles.xml"/>
    <particle-file path="smoke_particles2.xml"/>
       </particles>
                        </model>

<model path="models/vulcan.g3d"/>
</object>
« Last Edit: 9 June 2011, 08:33:19 by tomreyn »
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Gabbe

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Re: particles for tileset models
« Reply #1 on: 16 September 2010, 13:19:32 »
Well, yeah, making the tilseset models have the same opportunities as faction models would also be cool. Maybe just give the tileset the same options as a faction?

ElimiNator

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Re: particles for tileset models
« Reply #2 on: 16 September 2010, 16:15:52 »
I wanted this for a long time for a volcano and eventual maybe water falls.
« Last Edit: 9 October 2010, 20:26:45 by ElimiNator »
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John.d.h

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Re: particles for tileset models
« Reply #3 on: 16 September 2010, 19:10:16 »
It might be kinda cool, as long as the modders use it responsibly.  If every tileset object has some particle effect, I don't know if anybody will be able to run it. :|

(By the way, the English word is "volcano". ;))

Ishmaru

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Re: particles for tileset models
« Reply #4 on: 9 October 2010, 18:43:40 »
True... Perhaps Tileset particles should have their own on off switch in the menu as they will be a huge tax on the system especially for very object dense maps.

I still like the idea of tileset particles though!
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Omega

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Re: particles for tileset models
« Reply #5 on: 10 October 2010, 02:49:12 »
I'm with john. Burning trees is a bad idea, but a few smaller things could be nice... Of course, it comes down to the map a bit too... For example, volcano would be the large stone object, so people who make mountains or large lines of those stones (one of the most common uses of the object) could end up a very ugly effect if they are all smoking (not to mention the low end computers may have trouble).

In addition to a switch, it's important to render only nearby particles (ie: what the camera can see and a small "padding" area around the camera).
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kagu

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Re: [DONE] particles for tileset models
« Reply #6 on: 27 August 2014, 23:48:21 »
What about GIF images , like waving grass etc.
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Ishmaru

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Re: [DONE] particles for tileset models
« Reply #7 on: 28 August 2014, 22:20:31 »
What about GIF images , like waving grass etc.

You can animate the g3d that the grass texture is on, that would probably be more efficient way of doing animated grass.
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Omega

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Re: [DONE] particles for tileset models
« Reply #8 on: 29 August 2014, 04:55:00 »
Although I think that alket is referring to animated ground textures. I think this would have very limited usefulness. However, if ever implemented, GIFs are probably a bad idea. They're limited to 256 colors, which hinders quality (although might not be a big issue since ground textures tend to use a small number of similar colors). More for consistency than quality, animated ground textures could be implemented like water textures currently are.

But again, I'm not sure how useful these would be. It seems like proper use of animated objects and particles for those objects, combined with tileset fog would be better looking.
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