Product Chat / Animated Flame Torch

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Bored of the Rings
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Posted: 3rd Feb 2017 21:15
Here is a pic of an animated flame torch but I have issue with the diffuse texture, hopefully can fix issue soon.

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AmenMoses
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Posted: 3rd Feb 2017 21:42
Been there, done that, got all the T-Shirts!
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Jerry Tremble
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Posted: 3rd Feb 2017 21:45
Lol, showoff!
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granada
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Posted: 3rd Feb 2017 21:48
You have to smile at the reply .

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Bored of the Rings
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Posted: 3rd Feb 2017 22:12
Cool, great stuff AmenMoses.
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granada
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Posted: 3rd Feb 2017 22:24
A lot of good things will come of you guys hard work I think .

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Bored of the Rings
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Posted: 3rd Feb 2017 22:49
ah well this is about as good as I can get so far as I'm using the original textures that have had some masking applied and the original weapon atlas texture from FPSC.

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Earthling45
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Posted: 3rd Feb 2017 22:51
@AmenMoses

It is absolutely stunning to see what you're able to accomplish, how you show what can be accomplished within GG.
Earthling45
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Posted: 3rd Feb 2017 22:53
Quote: "ah well this is about as good as I can get so far as I'm using the original textures that have had some masking applied and the original weapon atlas texture from FPSC. "


This also looks very good

AmenMoses
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Posted: 3rd Feb 2017 23:01
I have to admit that after 40 years in the industry I pretty much know all the 'cheats'. Plotting a 2D sprite over a 3d object to simulate flames for example being one of them.

My latest 'show off' thread is a prime example, simulating space flight by having the player stationary whilst moving entities around them, Ok so there is some really serious math going on to accomplish that simulation but it is still 'cheating' which is the way all good games do it.
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granada
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Posted: 3rd Feb 2017 23:23
Quote: "but it is still 'cheating' which is the way all good games do it. "


Your right there,it's all about what the eye sees.no t what is actually happening ,if that makes sence

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Jerry Tremble
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Posted: 3rd Feb 2017 23:47
I think both you guys just do amazing work! Thank you for sharing!
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Teabone
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Posted: 4th Feb 2017 00:40
Amazing! Now just think what it be like if we had a particle effects emitter for embers and a dynamic flicking light
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Posted: 4th Feb 2017 04:05
amen moses will you give that for free or sell it.
Jerry Tremble
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Posted: 4th Feb 2017 04:27
Quote: "amen moses will you give that for free or sell it.
"


Good question! I would be willing to pay for it!
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Bored of the Rings
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Posted: 4th Feb 2017 09:23
me too
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AmenMoses
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Posted: 4th Feb 2017 11:56 Edited at: 4th Feb 2017 12:07
There you go, scripts and fpm from the video.

This was one of the first things I did in GG btw so not sure how readable the scripts are.

The principle behind it is quite simple, each torch and each candle looks for a flame to associate with, for the static_torch script the flame decal is located and hidden then when the handheld torch is within a certain distance the flame decal is unhidden. The candles are just on all the time.

If you don't have all the correct entities to make it work you can swap them for something similar and just tweak the positioning offsets in the scripts, the handheld one being the trickiest to get just right. You may also have to play around with the FOV setting in the tab-tab menu to get it looking right.

Handheld torch comes from Mega Pack 2, table and candles from Mega Pack 1.
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granada
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Posted: 4th Feb 2017 14:24
Quote: "The principle behind it is quite simple, each torch and each candle looks for a flame to associate with, for the static_torch script the flame decal is located and hidden then when the handheld torch is within a certain distance the flame decal is unhidden. The candles are just on all the time."


Very simple ,something just flew over my head.not a clue ,but thanks for putting this up for everyone .

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AmenMoses
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Posted: 4th Feb 2017 14:36
Lol, let me put it simpler, bung down as many wall torches as you want with the static_torch script, bung down an equal number of flame decals with the torch_flame script, at run time they just attract each other as if by magic.

The candles do the same thing, you don't have to fiddle around trying to locate the flame the script does it for you.

It's pretty much the same principle as I used on the LEM to locate the jets except because all the entities in this case are not rotated there is no need for quaternions.

The reason I didn't progress this any further was because until Lee gives us a proper dynamic light source it is a bit pointless carrying around a torch which doesn't actually illuminate anything. Could be cool for a dungeon game I suppose, as you enter each section with the torch in hand you could turn on a dynamic light in that section only I suppose.

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AmenMoses
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Posted: 4th Feb 2017 14:39
@BOTR, if you use your torch and add in a decal as well I think it would look really good.
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Bored of the Rings
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Posted: 4th Feb 2017 14:46
Thanks amenmoses will give the decal a try I was trying to get the original files to work. Anyway yes u are correct it's all about illusion . Good work
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Pirate Myke
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Posted: 4th Feb 2017 14:49
Thank you.
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Earthling45
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Posted: 4th Feb 2017 15:45
Quote: "There you go, scripts and fpm from the video."


Jerry Tremble
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Posted: 4th Feb 2017 15:46
Thank you so much! This is very cool.
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3com
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Posted: 4th Feb 2017 19:10
Thanks you AmenMoses, very cool!

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vrg
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Posted: 4th Feb 2017 19:48
Nice work
Bored of the Rings
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Posted: 5th Feb 2017 09:48 Edited at: 5th Feb 2017 09:54
yes, I used similar code to place my dynamic entities associated with imported FPSC levels to place them in their original positions.
thanks again for this. Will try the decal approach.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
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Posted: 7th Feb 2017 07:30
COOL! Thanks
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Posted: 7th Feb 2017 08:52
Could this be combined with the lightswitch.lua so when you light a torch you have a dynamic light show by the newly lit torch?

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