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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: operator on January 11, 2005, 11:31:37 pm

Title: Smoke trails for missiles a la BSG?
Post by: operator on January 11, 2005, 11:31:37 pm
Hi,

After watching a couple of the new Battlestar Galactica episodes...

Just wondering how hard it would be to modify the missile trails to have a smoke trail like effect instead of... whatever it currently has. (yeah, yeah highly unrealistic but ok, indulge me)

:)
Title: Smoke trails for missiles a la BSG?
Post by: Bobboau on January 12, 2005, 12:01:40 am
it would need the particle system to be totaly scraped and rebuilt, wich I once atempted but didn't get very far at.
Title: Smoke trails for missiles a la BSG?
Post by: Turnsky on January 12, 2005, 01:04:11 am
there is a need for a much more refined particle system  i like the particle system present in freelancer, with smoke, and fire... not to mention nebulae.
Title: Smoke trails for missiles a la BSG?
Post by: DIO on January 12, 2005, 01:58:49 am
Can smoke exist in space?
Title: Smoke trails for missiles a la BSG?
Post by: Flipside on January 12, 2005, 02:02:35 am
Should do, smoke is just dust, gas and other impurities. Really, a nebula is just a massive cloud of 'smoke'.
Title: Smoke trails for missiles a la BSG?
Post by: Black Wolf on January 12, 2005, 03:49:01 am
Quote
Originally posted by Flipside
Should do, smoke is just dust, gas and other impurities. Really, a nebula is just a massive cloud of 'smoke'.


Would it though? Smoke as we know it only exists because those impurities are propelled upwards by the rising of the heated air within the fire - in space, the gasses would spread out almost instantly, pulling the smoke particles along with them and dissipating them.

That saidm the same thing happens in nebulae, and FS2 density nebulae are unrealistic anyway, so I suppose it doesn't matter.
Title: Smoke trails for missiles a la BSG?
Post by: Flipside on January 12, 2005, 04:10:24 am
I'm not 100% certain to be honest, thing is about decompression is that everything is at different pressures, so, in the case of a human body, it's trying to move from the higher pressure area into the lower one (i.e. Space). I'm not too certain on how those physics would affect something like a missile trail though?
Title: Smoke trails for missiles a la BSG?
Post by: aldo_14 on January 12, 2005, 05:04:13 am
Could that particle engine thingy be extended to missiles?
Title: Smoke trails for missiles a la BSG?
Post by: starbug on January 12, 2005, 12:30:11 pm
i thought it already was? i remember in a old media vp cant rem which one it was, the hornet has a particle spew trail as well as the TGA one, and i did it on some custom weapons i made for tests.
Title: Smoke trails for missiles a la BSG?
Post by: Lightspeed on January 12, 2005, 12:52:28 pm
As soon as RenderOpaque works without flaws, we can have (almost) exactly those effects you asked for.
Title: Smoke trails for missiles a la BSG?
Post by: pyro-manic on January 12, 2005, 01:26:50 pm
You can give any weapon the standard ParticleSpew tag IIRC. That gives 'em the trail that Flak has (the orange/brown blobby thing).
Title: Smoke trails for missiles a la BSG?
Post by: starbug on January 13, 2005, 01:00:47 pm
yes that will work but if you add the following lines to the weapon tbl after the impact explosion radius line

$Pspew:
+Count: 1
+Time: 20
+Vel: 0.30
+Radius: 4.32
+Life: 0.4
+Scale: 0.4  
+Bitmap: Shivan_impact01

this lets you adjust the spew for example i have use Shivan_impact01 for my particle and it gives a nice effect.