Interlopers Particle Effect Thread

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Re: Interlopers Particle Effect Thread

Postby Jangalomph on Fri Apr 05, 2013 1:40 am

No :P

And here's a flame thrower particle I made today in UDK.
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Re: Interlopers Particle Effect Thread

Postby ErikKiller on Fri Apr 05, 2013 2:51 pm

Flame fetish much?
Looks a bit... off. Maybe needs to be longer and slightly arcing downward?
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Re: Interlopers Particle Effect Thread

Postby Stormy on Fri Apr 05, 2013 8:30 pm

:D I recognise that texture in the background.

Also you obviously know that flame throwers are made by igniting kerosene and hosing it out, since you have the fire dripping from where the nozzle would be, but flame throwers rarely burn all their fuel in the air so I think it could use some falling fuel, if you know what I mean. Essentially like a water hose would, but the water is on fire. Still looks good regardless, and definitely appropriate for a game environment.
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Re: Interlopers Particle Effect Thread

Postby Jangalomph on Fri Apr 05, 2013 9:30 pm

Agreed! I still need to add more fuel falling to the ground from the trail, increase end fire radius and make it more random in terms of movement. But the flame arcing up is best to give the "effect" of heat. But there is distortion following along the fire. And yeah, I just plopped it on brushes because it was good contrast. ;)
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Re: Interlopers Particle Effect Thread

Postby Mehis on Sat Apr 06, 2013 2:36 pm

I really can't say because I've never seen an actual flamethrower, but isn't that smoke a little bit too thick? And if you're thinking about a flamethower AS a weapon, the player wouldn't be able to see anything through that smoke. At least add some more alpha?
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Re: Interlopers Particle Effect Thread

Postby Stormy on Sat Apr 06, 2013 8:39 pm

Flamethrowers burn fuels like kerosene and let out really thick, choking black smoke. If anything that smoke is too light and airy.
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Re: Interlopers Particle Effect Thread

Postby Jangalomph on Sat Apr 06, 2013 8:54 pm

Well this would be the first and third person particle. Stormy is right, its a choking black smoke. Pitch black in real life. However, Pitch black in game doesn't look as good. But using the flame thrower would be a really powerful weapon, but its con is not being able to see much like you said. Guess that's a reason not to spray and pray with it.
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Granted I cant quite get mine to look like that, but close enough!
http://www.nomoreroominhell.com
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Re: Interlopers Particle Effect Thread

Postby Jangalomph on Sat Apr 06, 2013 10:52 pm



Here's my second try at it. Actually darkened the smoke a tad more, added more smoke, and gave it a more random velocity to cover screen space. As it didn't look correct being so uniform. I liquefied the stream as best I could and added drips coming from it. I believe this is the best I can do.
http://www.nomoreroominhell.com
I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
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Re: Interlopers Particle Effect Thread

Postby Stormy on Sun Apr 07, 2013 3:07 am

Nice. Especially the way the smoke is being illuminated by the fire.

Jangalomph wrote: I believe this is the best I can do.


Nah man. If you want to push it even further, I think you could add in another particle effect for the stream itself, this bit:
Image

That's the fuel itself, at the moment yours still looks like it is burning gas.

Always push it further! It's the only way to continually improve when you get to the skill level you're at.
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Re: Interlopers Particle Effect Thread

Postby Jangalomph on Sun Apr 07, 2013 3:12 am

I actually did add a particle for the stream itself, its just kinda difficult to see. It just gets into blending problems. I'll have a video up in a bit, but for now here is a screenshot of the "liquidy" part. However, beam data might could be used but that'd have to be done at a different time.

Image

EDIT:



Full screen it and you might can see how there is a streamlined piece that isn't simply the fire vapor burning.
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I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
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Re: Interlopers Particle Effect Thread

Postby Epifire on Sun Apr 07, 2013 3:18 pm

Is it possible to have a dynamic smoke system that emits from engulfed surfaces? When I look at the real life picture of the flame thrower the smoke emits heavily from the burnt objects rather then the flame coming out of the weapon.

Looks really good but I don't think it quite nails the, "liquid flame" feel to it. Still one of the best flames I have seen but that is just my advice as to how I could see it looking perfect.
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Re: Interlopers Particle Effect Thread

Postby Stormy on Sun Apr 07, 2013 8:08 pm

I see the liquid effect I think, but I reckon you could crank up the opacity, since IRL it is really completely opaque.

And epifire what do you mean? You can just attach a smoke particle system to any surface that gets burned, yeah. The exact same way you would attach a flame particle system to it.
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Re: Interlopers Particle Effect Thread

Postby Jangalomph on Sun Apr 07, 2013 11:10 pm

Its 100% opaque, if i ramp it up any more it'll get over saturated values and freak out with rainbow colors. And Nothing about the flame thrower is dynamic. It doesn't set anything on fire as of now, that'd have to be coded in for something. And we'll never have truly liquid flames until we can simulate liquid particles in real time. I'm frankly limited to 2d sprites, and for what liquidness I have, its from sprites stretching closing any gaps and removing the flameness of it if you look hard. Sorry :|
http://www.nomoreroominhell.com
I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
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Re: Interlopers Particle Effect Thread

Postby Jangalomph on Fri Apr 19, 2013 10:53 pm



Really wip volcano eruption im doing for a VFX contest. Some one wanna make me a big volcano for UDK? I'd give you credit.. thats about it.
http://www.nomoreroominhell.com
I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
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Re: Interlopers Particle Effect Thread

Postby Epifire on Sat Apr 20, 2013 1:18 am

jangalomph wrote:Its 100% opaque, if i ramp it up any more it'll get over saturated values and freak out with rainbow colors. And Nothing about the flame thrower is dynamic. It doesn't set anything on fire as of now, that'd have to be coded in for something. And we'll never have truly liquid flames until we can simulate liquid particles in real time. I'm frankly limited to 2d sprites, and for what liquidness I have, its from sprites stretching closing any gaps and removing the flameness of it if you look hard. Sorry :|


That actually makes a lotta sense. Would Unreal 4 have the kind of dynamic particles you could do that with though? I am looking forward to Unreal 4 since I see myself headed into that line of work in the near future, but UE4 particles were like the best particle system I had ever seen in a game.

Btw nice volcano.
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