farcry 2 has fire that travels from the grass to a tree to a fence, to another tree, to more grass, to a dock, to a boat! pretty cool
- just got the game... checkin it out!
fire!
- Jurassiced
- visitor.
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Heheh. I didn't grab the game yet, though I really loved the first one and thought it was really groundbreaking technically. No time to play games much these days anyway.
This idea toward SH, though, I can't really imagine how it would be done without extensive coding. Just incase this is why the subject was brought up. It would be done with a particle system, but this system would have to know where to place the particles, as if on a "hitmap", which I guess is how it would be done, roughly. You can map texels to respond in different ways when shot at (sparks for metal, dust for cement/dirt, etc.) so instead of just being shot at, these same hitmaps could possibly be used to distribute fire particles only on specific sections of ground. Anyway, when we get a coder to look at the project again, we'll chuck this idea on the list of features to consider.
This idea toward SH, though, I can't really imagine how it would be done without extensive coding. Just incase this is why the subject was brought up. It would be done with a particle system, but this system would have to know where to place the particles, as if on a "hitmap", which I guess is how it would be done, roughly. You can map texels to respond in different ways when shot at (sparks for metal, dust for cement/dirt, etc.) so instead of just being shot at, these same hitmaps could possibly be used to distribute fire particles only on specific sections of ground. Anyway, when we get a coder to look at the project again, we'll chuck this idea on the list of features to consider.
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so realistically.... it's possible to have a seemingly random sequence of partical activity started from a simple shot on a wall face, or invisible trigger!I love q4
We should brainstorm a way to make a "random" script for things... with 3 series of commands to be called on by the last event in each series calling on the following series of commands to begin.
like maybe one script can call on 2 others which toggle a sequence - and call back to the main script to run the second series of commands , and the last event in that sequence calls on the 3rd series of commands listed in the script . So one complex event script runs the show.
just thinking out loud again - DeeP
We should brainstorm a way to make a "random" script for things... with 3 series of commands to be called on by the last event in each series calling on the following series of commands to begin.
like maybe one script can call on 2 others which toggle a sequence - and call back to the main script to run the second series of commands , and the last event in that sequence calls on the 3rd series of commands listed in the script . So one complex event script runs the show.
just thinking out loud again - DeeP
You're the nicest func_mover I've ever met.