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Scanman
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Playing: Total War Saga: Troy, Amytric Pulse
Posted: 15th Dec 2019 15:43 Edited at: 16th Jan 2020 14:52
Hello there,

I am new to GG and have a question about dynamic objects. My problem is to create simple house fire animation. I took house from collection and set up fire decals. Looks pretty cute. But... The problem is to animate house fire. It must (in the beginning) increase with time capturing all the house, and then (in the second part) decrease to absolute null ))... I do not want to create full animation object of house fire in blender. It seems to me better to create scripts for fired entity that will spawn and delete fires(decals) and fire trails(decals). The problem is to get fired black house after all fires disappeared. My idea is to spawn some kind of black tracks indicating that building was badly damaged by fire.

And I want to asc if someone has an experience with creating spawn sequences - is my idea perfect? Because there is one more solution - instead spawning fire trail decals to spawn a whole building with black fire trails (full remodelling of house neeeded!!!!) Thanks a lot for attention...

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JC LEON
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Posted: 15th Dec 2019 19:28
use particles
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smallg
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Posted: 15th Dec 2019 19:30
yes you can swap the entities out for one another using Spawn() or ActivateIfUsed() commands
and it is best to use decals, lights and particles for a more realistic look of the fire
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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3com
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Posted: 16th Dec 2019 20:01
Quote: "The problem is to get fired black house after all fires disappeared"

You would have to use burnt wood textures in your building, textures.com has good textures.
I am only using decals in the video, since I did this before the particles appeared, thanks to AM and Graphix.



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Scanman
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Posted: 29th Dec 2019 08:17 Edited at: 29th Dec 2019 08:32
Hello!

I continue to develop house fire model. I add some cool features to it, which were suggested above. All looks very-very nice. But I got stuck with ground textures. I have tried to create an effect of burnt-out ground around fire, but after changing default ground textures in editor and placing it to my map, i noted that there is a mind-blowing glow effect in that place where i have put new texture. You can see this glow effect in the video. Use the following link to see it.

----------- GOOGLE DISK VIDEO CONNECTOR START-----------
https://drive.google.com/file/d/1ihOXcWMmQmfwWbrN6A2YHHnlzVFaaNYR/view?usp=sharing
----------- GOOGLE DISK VIDEO CONNECTOR END-----------

May be someone can share info how to avoid this effect while importing new texture? Import dialogue has not any setting to setup any additional mapping. Thank you again.
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3com
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Posted: 29th Dec 2019 13:04
Close GG and try pbroverride=0 in setup.ini file.
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Preben
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Posted: 30th Dec 2019 12:16
@Scanman the alpha channel in your terrain diffuse textures is used as Gloss , so use the alpha channel to control the "glow" (specular)
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best regards Preben Eriksen,
Belidos
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Posted: 30th Dec 2019 13:08 Edited at: 30th Dec 2019 13:09
Quote: "@Scanman the alpha channel in your terrain diffuse textures is used as Gloss , so use the alpha channel to control the "glow" (specular) "


For those who want to use Substance Painter for their terrain textures, here's an export preset that produces a diffuse and a normal texture, with the gloss in the alpha channel of the diffuse.

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granada
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Posted: 30th Dec 2019 13:44
Nice one Belidos, thank you

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3com
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Posted: 30th Dec 2019 14:02
Thanks for the link Belidos
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Scanman
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Posted: 31st Dec 2019 06:30
I appreciate your help a lot. It is too much to read in documentation for me.

In any way, I have prepared the second stage house entity with changed textures, which create some kind of illusion of badly damaged by fire house...

If you want you can see it, using the link.

----------- GOOGLE DISK VIDEO CONNECTOR START-----------
https://drive.google.com/file/d/1eJCydUHxedWperab5--lcFURHrN-Nb6a/view?usp=sharing
----------- GOOGLE DISK VIDEO CONNECTOR END-----------

Now, the problem is to get spontaneous fire trails (not within mapped textures) just above doors and windows. I am breaking my head and nothing except decals can recall. May be tgc store can help me with fire trail decals?


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Scanman
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Posted: 16th Jan 2020 15:14 Edited at: 17th Jan 2020 12:32
hi everybody,

Meet some kind of bug. Now, I am tuning sound for the fire place using simple script. It works smoothly only in horizontal plane!!!

Check this out if you want to see what i am talking about. In this video, power generators with special noise loose it when I go up stairs even I near it. So player movement through Z axis(up and down) influences sound volume not smoothly. Very buggy effect!

----------- GOOGLE DISK VIDEO CONNECTOR START-----------
https://drive.google.com/file/d/1GWId-2YQlfjNYTHrkwI_KGud0MYOxnxQ/view?usp=sharing
----------- GOOGLE DISK VIDEO CONNECTOR END-----------

I solved it by placing center of noise to small stone, which is located on the top of left generator (in the first video i tried to apply to grass and to generator itself with same result!).
Voila! It is fixed. Noise exists inside building!
----------- GOOGLE DISK VIDEO CONNECTOR START-----------
https://drive.google.com/file/d/1hX8e_q360f8pBdt6KHipuj7LYH08_MTt/view?usp=sharing
----------- GOOGLE DISK VIDEO CONNECTOR END-----------

But it could be very annoying. Because my fired building located between two ground levels. I can be much more higher it or look at it from below.
May be there is some underlying concept? Somebody can help me figure it out?
As i understand, PlayerDistance calculates distance from ground plane (from bottom of object).

Is there any reference in documentation? Thank you for support!
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