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Post by Scyooff on Dec 17, 2014 13:07:56 GMT 1
I also see fire coming out of the chimney, right? It's a chimney fire, calling the firefighters is the solution for this sort of issues .
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Post by Quintaxel on Dec 17, 2014 14:12:44 GMT 1
Wow, iLeeT you did it... this is what I had in mind. Now about giving some positive feedback. I would also suggest to make the colour of the smoke a bit lighter, the plume less dence and about halve the current length for this type of building. (Easy for me to say, right ) This plume of smoke is perfect for the chimneys and factories. Great work!
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Post by Stanenberg on Dec 17, 2014 15:16:17 GMT 1
Looks fine to me. Fits very well into the BK style
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Post by iLeeT_PeeP on Dec 17, 2014 16:01:45 GMT 1
2nd Attempt with critique... Better? I am going to include, in this final BR update, three "varying" smoke effects and three "varying" fire effects to hopefully meet everyones needs... Good games everyone! -iLeeT_PeeP
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Deleted
Deleted Member
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Post by Deleted on Dec 17, 2014 16:16:54 GMT 1
2nd Attempt with critique. Now would be good but with thinner and clearer smoke. I liked the detail smoke doing curve. Perfect! Good work friend.
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Grot
General
Posts: 4,055
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Post by Grot on Dec 17, 2014 16:46:20 GMT 1
I would cut the length in half maybe more.
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Post by Quintaxel on Dec 17, 2014 16:55:31 GMT 1
Perfect!
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atlas555
General
I know not what course others may take. As for me, give me liberty or give me death.
Posts: 1,072
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Post by atlas555 on Dec 17, 2014 18:22:20 GMT 1
I like "A" because it has a bit of a bend to it. Also the length seems right.
All are very nice work!
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Deleted
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Post by Deleted on Dec 17, 2014 20:04:47 GMT 1
Only a detail view. I guess when houses are destroyed, the smoke stops coming out or is extinct in the state of destruction. One thing to bear in mind if you want a good realism. In my opinion this detail is important. Greetings friend iLeeT_PeeP.
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Post by ariete on Dec 17, 2014 20:07:38 GMT 1
1st shoot - it's a forced adaptation and it see it
2nd shoot - A because it doesn't see the fire anyway for the factories is right have a more dense smoke
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Post by Quintaxel on Dec 17, 2014 21:25:37 GMT 1
1st shoot - it's a forced adaptation and it see it ... Sorry Ariete, I do not understand what you mean here ? Could you please rephrase ?
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Post by Quintaxel on Dec 17, 2014 21:34:34 GMT 1
iLeeT_PeeP, will you share the method for creating smoking chimneys ?
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Post by iLeeT_PeeP on Dec 17, 2014 21:39:50 GMT 1
iLeeT_PeeP, will you share the method for creating smoking chimneys ? Sure Quintaxel no problem... but for now I must take a break. I will reply soon and breakdown the process that was used for BR. Good games everyone! -iLeeT_PeeP
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Post by Quintaxel on Dec 17, 2014 21:44:49 GMT 1
Great, you sure deserve a break. Thanks for giving us BR !Downloading right now.
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Post by iLeeT_PeeP on Dec 17, 2014 23:02:36 GMT 1
Ok Quintaxel... I will type this simply. The way I went about doing this was to simply create a batch of 6 "Fire and Smoke Sticks" or "Matches" if you will as objects and gave them the proper effect I desired to simulate in-game as their "Death" effect. Then with a simple "kill" script which can be set off at any tick I choose... the match is ignited. 1000 = 1 second function Destroy() DamageObject(187, 0); Suicide(); end;
RunScript("Destroy", 1000);Shot A (In the editor) Shot B Shot C (In the game) The script is run and the matches ignite at 1 second or 1000. Very simple and direct. You can set them off in a chain for a longer effect... or you can set them off at specifically chosen times... "Like when a General enters a building." Ask me if you have any further questions... Good games all! -iLeeT_PeeP
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