Particle Explosions
by Justin Morris · in Torque Game Engine · 04/30/2003 (9:28 pm) · 11 replies
hi all, im trying to make a decent mortar explosion with particles, what i am trying to do is have 2 emiters, one for debris, and the other for the actual explosion, debris is no problem because i just want it to fly avery which way, which is easily accomplish with some tweaking of the rifle explosion emitter, but for the explosion part, i want it to go more up, than outwards (picture an explosion detonated just under waters the surface) i tried extending the particles life and giving it a negative gravity value, but that just gives me a cloud explosion that floats upwards, so i was wondeing if anyone could gimme some tips on this subject.
About the author
#2
05/01/2003 (12:11 am)
i played with them a little but not much because i didnt know what they were for until now =) thank you i will try those out
#3
05/01/2003 (2:32 pm)
i been playing with them and cant get the result i want yet, im gonna play arround with the particle editor for a little bit now
#4
i hope this makes sense ill try to explain, when the mortar hits the ground i want a mix or orange and brownish blackish particles to go almost strait up as if it landed in water or soft sand, and then for a cloud of green/brown/black particles to fly outwards as debris the debris part was easy but getting it to go strait up has been a challenge, i can get nodes to go strait up by just giving them negative gravity, but if i do that for the explosion emitter i just get a cloud that flys upwards and looks really dumb haha... if anyone has some ideas on this please share, i am also planning on dynamically creating nodes at explosion sites so that there can be smoke or a small fire where shells have hit, if that has not been submitted as a resource i will submit it...
05/01/2003 (7:50 pm)
i still havnt been able to create what i want to do in the editor, so i will now attempt some ascii art to try and demontrate.../\ <---- Upward Blast (not working)
|| <---- Upward Blast (not working)
(---||---) <---- Debris (working)
------------------ <---- groundi hope this makes sense ill try to explain, when the mortar hits the ground i want a mix or orange and brownish blackish particles to go almost strait up as if it landed in water or soft sand, and then for a cloud of green/brown/black particles to fly outwards as debris the debris part was easy but getting it to go strait up has been a challenge, i can get nodes to go strait up by just giving them negative gravity, but if i do that for the explosion emitter i just get a cloud that flys upwards and looks really dumb haha... if anyone has some ideas on this please share, i am also planning on dynamically creating nodes at explosion sites so that there can be smoke or a small fire where shells have hit, if that has not been submitted as a resource i will submit it...
#5
either thetamin/max = 0/20 or 160/180
and initial velocity about 20 or so.
Bassically those should look like cones where the tip is at the explosion and the base will be the expanding particles either upward or downward.
05/02/2003 (12:57 am)
I'm still saying theta values and initial velocities should do the trick.either thetamin/max = 0/20 or 160/180
and initial velocity about 20 or so.
Bassically those should look like cones where the tip is at the explosion and the base will be the expanding particles either upward or downward.
#6
A little trick - you can set the gravityCoefficient higher than 1.0 and give it raise the upward blast. This makes the effect faster and more violent looking, if you want it that way.
thetas + velocities can do this though.
05/05/2003 (5:36 pm)
Sebastian is right.A little trick - you can set the gravityCoefficient higher than 1.0 and give it raise the upward blast. This makes the effect faster and more violent looking, if you want it that way.
thetas + velocities can do this though.
#7
05/25/2003 (3:16 am)
Hmm, someone really should write a Particle Editor ^^
#8
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3213
05/25/2003 (3:48 am)
There already is a Particle Editor:www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3213
#9
Thanks for that Stefan. You da bomb, and all that ^^
--Ed
05/26/2003 (9:41 am)
I hoped, when I wrote that, that someone would prove me wrong.Thanks for that Stefan. You da bomb, and all that ^^
--Ed
#10
lol
05/28/2003 (1:45 am)
Quote:posted by me...
Posted: May 01, 2003 14:32 PDT
i been playing with them and cant get the result i want yet, im gonna play arround with the particle editor for a little bit now
lol
#11
Actually, I'm having many problems with the particle editor - crashing, colours not working properly etc - but this isn't the place to moan, it's still useful ^^.
--Ed
05/28/2003 (11:43 am)
ssshhhh! ^^Actually, I'm having many problems with the particle editor - crashing, colours not working properly etc - but this isn't the place to moan, it's still useful ^^.
--Ed
Torque Owner Sebastiaan Keek
Infact, just setting thetamin to 0 and thetamax to 90 should give you half a sphere-cloud, either up or down depending how the explosion is oriented.