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Special explosion effect


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#1 Axel of Sweden

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Posted 07 June 2008 - 20:04

How do i create the "bubble" that appaers around a large explosion?
in ZH that is
http://www.youtube.com/watch?v=88jrZjsNHPc...feature=related
I belive something similar was done in ShW

Edited by Axel of Sweden, 07 June 2008 - 20:06.

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#2 Whitey

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Posted 07 June 2008 - 20:15

using a 3D model, or using particle effects arranged spherically and moving spherically.

-Boidy


#3 thinimus

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Posted 07 June 2008 - 20:17

You make an expanding sphere model and expanding hemisphere models of random sizes and orientations. You can add transparent textures for an even better effect.

As for the coding, use the EMP blasts as an example.

Edited by thinimus, 07 June 2008 - 20:19.


#4 Whitey

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Posted 07 June 2008 - 20:28

But if you use particles properly, it will look better. A combination might work even better.

-Boidy


#5 thinimus

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Posted 07 June 2008 - 21:10

That's likely true, but the only problem is the large number or particles needed to do it.

Can you align a particle polygon along the surface of different geometry, kinda like how in firestorms the images face vertical only?

If you could do that, it'd look really good.

The tricky part is getting the outside of the bubble opaque and the inside clear.

You could use the stay on ground logic so the shock-wave on the bottom follow the ground too, like a fire wall particle.

I'd try, but I don't have Generals available currently. :(

Edited by thinimus, 07 June 2008 - 21:13.


#6 Ion Cannon!

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Posted 08 June 2008 - 10:38

I did that, just on a larger scale. Let me find the code and you can tweak with it a bit.

ParticleSystem PlasmaBombBallOfHell
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = SunFire2.tga
AngleZ = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 1.00 1.00
VelocityDamping = 0.98 0.97
Gravity = 0.00
Lifetime = 300.00 300.00
SystemLifetime = 10
Size = 5.00 6.00
StartSizeRate = 1.00 1.00
SizeRate = 3.00 5.00
SizeRateDamping = 0.98 0.98
Alpha1 = 0.00 0.00 0
Alpha2 = 0.60 0.60 5
Alpha3 = 0.00 0.00 100
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:255 G:255 B:255 5
Color2 = R:0 G:0 B:0 250
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 1.00 1.00
BurstCount = 12.00 12.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.0
VelocityType = OUTWARD
VelOutward = 0.60 0.65
VelOutwardOther = 0.00 0.00
VolumeType = CYLINDER
VolCylinderRadius = 25.00
VolCylinderLength = 10.00
IsHollow = Yes
IsGroundAligned = No
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End

Sunfire2.tga was from the energy mod I believe, no longer have the texture - sorry.

From the FXList -

ParticleSystem
Name = PlasmaBombBallOfHell
InitialDelay = 1500 1500 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:50.0
End

ParticleSystem
Name = PlasmaBombBallOfHell
InitialDelay = 600 600 UNIFORM ;In milliseconds
Offset = X:0.0 Y:0.0 Z:0.5
End

Have a play around with that.
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#7 Axel of Sweden

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Posted 08 June 2008 - 13:37

I made my own effect using a 3D orb and code from EMP-Sphere
it,s pretty hard to get a good picture but it,s pretty similar to that in WiC
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