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Author Topic: Best method for great particle effects?  (Read 2686 times)
analysis_junky
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« on: April 02, 2008, 01:25:58 PM »

I would like to know how to get a similar effect to the image below...




Can someone point me in the right direction?

I am not looking for code, just theory.


Thanks
« Last Edit: April 02, 2008, 02:48:00 PM by analysis_junky » Logged

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Raine
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« Reply #1 on: April 02, 2008, 04:20:14 PM »

I might be wrong, but that looks like an animated Mesh with a particular blending mode and a nice alpha'd texture
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analysis_junky
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« Reply #2 on: April 02, 2008, 04:32:37 PM »


That may be why I am unable to do this with a particle system, but then again I don't have too much expierance in that area.

I think I may be more confused now...

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jviper
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« Reply #3 on: April 02, 2008, 05:09:42 PM »

It's tricky with a particle system. One way to do it is to have thousands of small particles moving in a streams to achive that lightning effect.
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Raine
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« Reply #4 on: April 02, 2008, 05:15:49 PM »

I'm not a modeler but I think you could begin with something like this:
Get two rectangles, make them intersect perpendicularly. Apply a nice flashy textures to both rects with faded edges, so that you don't see the more extern end of each texture, then animate them somehow (a helix rotation, for instance).
I know it's not clear but... Sad

Rather than modeling a form, you should just have quads to be textured.
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DanDixon
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« Reply #5 on: April 02, 2008, 10:20:13 PM »

This effect is probably created with just 3 rectangles and animated textures.

Put a square billboard at the source and destination of the effect and then draw a rectangular plane that connects the 2 points. Put circular animated effects on the two squares and use an animated tileable effect on the rectangle. Set the two squares to face the camera (Truevision can handle this for you) and use the code in this article from the wiki in order to get the rectangular plane to face the camera:

http://wiki.truevision3d.com/tutorialsarticlesandexamples/creating_a_billboard_around_an_arbitrary_axis

From the screenshot it appears that the long connecting beam's texture repeats three times. Ideally you'd want your code to automatically set the UV of the connecting rectangle to tile by a certain multiplier if it gets too long.

Good times...
« Last Edit: April 03, 2008, 02:12:40 AM by DanDixon » Logged
cristims
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« Reply #6 on: April 04, 2008, 04:37:36 PM »

Can you tell me from what game is that screenshot?
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RuntimeError101
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« Reply #7 on: April 05, 2008, 09:06:31 PM »

Heroes of Might and Magic, as the URL would say.
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Raul
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« Reply #8 on: April 06, 2008, 02:44:28 AM »

Heroes of Might and Magic, as the URL would say.
Heroes of Might and Magic V Tongue
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analysis_junky
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« Reply #9 on: April 06, 2008, 06:16:51 AM »


I just did a quick Google Image search for that specific effect. Not many results came up, either I didn't provide the correct search terms, or that type of effect is a trade secret or both...
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DanDixon
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« Reply #10 on: April 06, 2008, 03:51:57 PM »

That effect is not a trade secret Smiley and it's not the kind of effect that can be created with Truevision's particle system.

I'm quite certain that it's just 3 billboards... 2 squares and 1 longer rectangle with a repeating texture. See how you can see the same details repeat in the electric stream?

I added a complete AlignToCamera function (in VB.net) to the wiki page mentioned above.

Here's some more info to help you get started with the connecting rectangle:

  • Create a plane with a z length 1.
Code:
Plane = Scene.CreateMeshBuilder
Plane.AddFloorGrid(0, -0.5, 0, 0.5, 1, 1, 1)
    or
Code:
Plane = Scene.CreateMeshBuilder
Plane.SetMeshFormat(CONST_TV_MESHFORMAT.TV_MESHFORMAT_DIFFUSE + CONST_TV_MESHFORMAT.TV_MESHFORMAT_NOLIGHTING)
Plane.SetPrimitiveType(CONST_TV_PRIMITIVETYPE.TV_TRIANGLESTRIP)
Plane.AddVertex(-0.5, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0)
Plane.AddVertex(-0.5, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0)
Plane.AddVertex(0.5, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0)
Plane.AddVertex(0.5, 0, 1, 0, 1, 0, 1, 1, 1, 1, 0)
  • Set its position to one of the 2 points.
  • Use the Mesh's LookAtPoint function to look at the other point.
  • Set its scale to (1,1,distance between points)
  • Use the AlignToCamera function on the wiki.

I'd be happy to answer any questions on how to implement this technique.
« Last Edit: April 06, 2008, 03:56:24 PM by DanDixon » Logged
cristims
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« Reply #11 on: April 07, 2008, 07:24:09 AM »

This is interesting.

Maybe we should have a kind of community challenge with ratings and stuff, where we can post various game screens/videos and work on solutions. This can really help noobs, and not only.

There are 3 billboards.
Each have animated textures.
Interesting is how the big rectangle uses a repeating~animated texture...

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RuntimeError101
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« Reply #12 on: April 07, 2008, 05:17:32 PM »

Yes, I think it would most likely be animated textures on billboards because of the current isometric view thing going on.  And I agree, I is always fun to analyze games and try to guess the methods used.  It is a habit of mine, because whenever I play games, I find myself thinking about how effects were made...  Tongue
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cristims
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« Reply #13 on: April 07, 2008, 05:49:33 PM »

Maybe we should talk with the forum crew to make a new category in Game Developement for this.

Reverse Engeneering with tv3d - or something similar.
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vsleepy
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« Reply #14 on: April 21, 2008, 01:24:52 AM »

i guess the next obvious question, what software is used to create the keyframes for the animated texture...
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nadjibus
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« Reply #15 on: April 23, 2008, 05:14:57 PM »

hmm a good Photoshoper can do it Wink
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darqSHADOW
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« Reply #16 on: May 03, 2008, 01:24:57 PM »

Maybe we should talk with the forum crew to make a new category in Game Developement for this.

I agree, I enjoy this type of thought provoking discussion.  Game development is all about cheating the eyes and ears.

How about Design and Theory?

http://www.truevision3d.com/forums/design_and_theory-b28.0/

John
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analysis_junky
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« Reply #17 on: May 03, 2008, 06:48:15 PM »

thanks!
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RuntimeError101
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« Reply #18 on: May 03, 2008, 10:02:32 PM »

Wow, I never thought that it would actually be done!  Thanks, this will really be interesting.
« Last Edit: May 09, 2008, 09:43:55 PM by RuntimeError101 » Logged
petroz
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« Reply #19 on: May 13, 2008, 07:48:25 AM »

rock on.. just discovered this category.
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