Author Topic: An Idea to Enhance the Particle System and other cool things...  (Read 2434 times)

-Archmage-

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Descriptions are useless, so I'm going to cut to examples. ;)



With the current particle system, you can have fire arrows with a flaming arrow but no smoke(and other possible additions...).

Code: [Select]
<?xml version="1.0" standalone="yes"?>
<projectile-particle-system>
        <texture value="true" luminance="true" path="images/defense_tower_particle_proj.bmp"/>
        <model value="true" path="../archer/models/archer_arrow.g3d"/>
    <primitive value="quad"/>
    <offset x="0" y="0" z="0"/>
        <color red="1.0" green="0.4" blue="0.0" alpha="0.5" />
    <color-no-energy red="0.5" green="0.5" blue="0.5" alpha="0.0" />
        <size value="0.7"/>
        <size-no-energy value="0.1" />
        <speed value="0.5" />
    <gravity value="0"/>
        <emission-rate value="5" />
        <energy-max value="3" />
        <energy-var value="5" />
   
    <trajectory type="parabolic">
        <speed value="20"/>
        <scale value="1.5"/>
    </trajectory>
</projectile-particle-system>

The the minor change I have in mind, you would be able to have a flaming arrow, smoke trail, other little fiery effects in one XML.

Code: [Select]
<?xml version="1.0" standalone="yes"?>
<projectile-particle-system>
        <texture value="true" luminance="true" path="images/defense_tower_particle_proj.bmp"/>
        <model value="true" path="../archer/models/archer_arrow.g3d"/>
    <primitive value="quad"/>
    <offset x="0" y="0" z="0"/>
        <color red="1.0" green="0.4" blue="0.0" alpha="0.5" />
    <color-no-energy red="0.5" green="0.5" blue="0.5" alpha="0.0" />
        <size value="0.7"/>
        <size-no-energy value="0.1" />
        <speed value="0.5" />
    <gravity value="0"/>
        <emission-rate value="5" />
        <energy-max value="3" />
        <energy-var value="5" />
   
    <trajectory type="parabolic">
        <speed value="20"/>
        <scale value="1.5"/>
    </trajectory>
</projectile-particle-system>

<projectile-particle-system2>
        <texture value="true" luminance="true" path="images/defense_tower_particle_proj.bmp"/>
        <model value="false"/>
    <primitive value="quad"/>
    <offset x="0" y="0" z="0"/>
        <color red="0.5" green="0.5" blue="0.5" alpha="0.5" />
    <color-no-energy red="0.5" green="0.5" blue="0.5" alpha="0.5" />
        <size value="0.6"/>
        <size-no-energy value="0.7" />
        <speed value="0.5" />
    <gravity value="-0.05"/>
        <emission-rate value="8" />
        <energy-max value="5" />
        <energy-var value="80" />
   
    <trajectory type="parabolic">
        <speed value="20"/>
        <scale value="1.5"/>
    </trajectory>
</projectile-particle-system2>

Now, I know these examples aren't based on the MG particle system, but the parameters that are in MG but not in this example do not effect the idea I'm trying to exemplify.



So, what do you guys think?
I can't imagine this would be very hard to make happen.
« Last Edit: 20 November 2010, 01:08:27 by Omega »
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Zoythrus

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so, essentially, it would fire two particles instead of one...interesting...

titi

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bad idea, because its used to calculate hits too. So the somke is somehow a tragetory.
I already tried things like these but they didn't looked very good yet. Maybe I should look at it a again. Some smoke would be nice :)
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-Archmage-

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bad idea, because its used to calculate hits too. So the somke is somehow a tragetory.
I already tried things like these but they didn't looked very good yet. Maybe I should look at it a again. Some smoke would be nice :)

What I mean is something like this, where you can set all different parameters for each effect. :|
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Omega

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Full agreement. Unit effects can have multiple particle systems (such as one for fire and one for smoke) so particle projectiles AND splashes should definately have simular...

Note: renamed topic to remove trailing periods...
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the warlord of the reich

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Re: An Idea to Enhance the Particle System and other cool things...
« Reply #5 on: 20 November 2010, 05:18:22 »
what does this thing enhances?

list it if you may. it makes thing alot easier

John.d.h

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Re: An Idea to Enhance the Particle System and other cool things...
« Reply #6 on: 20 November 2010, 05:34:20 »
what does this thing enhances?

list it if you may. it makes thing alot easier
This:
With the current particle system, you can have fire arrows with a flaming arrow but no smoke(and other possible additions...).
<snip/>
The the minor change I have in mind, you would be able to have a flaming arrow, smoke trail, other little fiery effects in one XML.
and this:
it would fire two particles instead of one.

the warlord of the reich

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Re: An Idea to Enhance the Particle System and other cool things...
« Reply #7 on: 20 November 2010, 06:02:23 »
what? 2 arows 1 shot? this will be too unfair. and also this will switch the archers from early recruits too old vetrens and elite troops. makin them do much more damage and slightly more strong.

are you good modder? you like to mod? the please, make us a mod or version where the ranged guys dont keep firing projactiles even with enemy right infront of them. kind of sucks, not realestic.

Psychedelic_hands

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Re: An Idea to Enhance the Particle System and other cool things...
« Reply #8 on: 20 November 2010, 06:45:26 »
what? 2 arows 1 shot? this will be too unfair. and also this will switch the archers from early recruits too old vetrens and elite troops. makin them do much more damage and slightly more strong.

No no no, you misunderstood my dear friend. Particle effects do not change gameplay.

And it does not mean two arrows, it means you can add multiply effects to Particles. The Example he used was a flaming arrow, with a smoke trail.
All this would do is make better looking projectiles.

Omega

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Re: An Idea to Enhance the Particle System and other cool things...
« Reply #9 on: 21 November 2010, 06:50:18 »
the please, make us a mod or version where the ranged guys dont keep firing projactiles even with enemy right infront of them. kind of sucks, not realestic.
That's not possible. Bear in mind that mods are still limited to the limitations of the engine, and that's actually an AI problem (AI isn't just what the computer players do, but what your own units do automatically, like a smart retreat). GAE will undergo an AI overhaul soon, and perhaps units switching attacks based on the range of the foe will become a reality?
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John.d.h

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Re: An Idea to Enhance the Particle System and other cool things...
« Reply #10 on: 21 November 2010, 07:09:20 »
the please, make us a mod or version where the ranged guys dont keep firing projactiles even with enemy right infront of them. kind of sucks, not realestic.
That's not possible. Bear in mind that mods are still limited to the limitations of the engine, and that's actually an AI problem (AI isn't just what the computer players do, but what your own units do automatically, like a smart retreat). GAE will undergo an AI overhaul soon, and perhaps units switching attacks based on the range of the foe will become a reality?
I believe that's been on the GAE docket for a long time, but it might be worth making a ticket, lest it fall through the cracks.