Hard Light Productions Forums
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
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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)
:)
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it would need the particle system to be totaly scraped and rebuilt, wich I once atempted but didn't get very far at.
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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.
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Can smoke exist in space?
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Should do, smoke is just dust, gas and other impurities. Really, a nebula is just a massive cloud of 'smoke'.
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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.
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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?
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Could that particle engine thingy be extended to missiles?
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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.
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As soon as RenderOpaque works without flaws, we can have (almost) exactly those effects you asked for.
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You can give any weapon the standard ParticleSpew tag IIRC. That gives 'em the trail that Flak has (the orange/brown blobby thing).
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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.