PDA

View Full Version : Creating Images for Sprite Fires


NeptuneImaging
05-18-2006, 09:39 PM
Hi, I am rather curious on how particle fires are created for games, specifically when sprite images are used on the particles themselves. Are there any available tutorials on how to create flames using sprite images?

Thanks a bunch.

ts-falcon
05-18-2006, 11:23 PM
the particles emited are usually single poly planes, with a fire texture on them, utilizing an opacity map. the texture is sometimes animated, depending on the game. the planes all face the player and give the illusion of vlume. sme thing is done for those " volumetric" smoke effects in say...UT 2k4.

SHEPEIRO
05-19-2006, 09:31 AM
it depends on the type of fire and the engine used.

for example a single flame on say a torch would more likely done with an animated texture on a cylinder, but a large bonfire would be done like ts_falcon said, with a particle age modifier on the material, so as the particle gets older (blows away) it turns from hot flame to cool smoke.

a nice example of flames (not realistic at all, but has some nice movement) is Fable

kobi
05-19-2006, 12:51 PM
It really depends on the engine, In my opinion a large part of sprite effects is in the texture. and the other is in how they act once emitted, Spread, Random life span, Speed ECT. the link is an effect I just finished creating for our current project. The effect is used on destroyed assets cars, small structures very simplistic. I agree with SHEPEIRO, you can also have an animated texture on the sprites this make the effect really dynamic. Also use multiple emitters in 1 effect, this will add depth and realism to the effect. Hope this helps


Brett....


www.infamouspixel.com/fire.wmv (http://www.infamouspixel.com/fire.wmv)

CGTalk Moderation
05-19-2006, 12:51 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.