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Tornado SW?
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Oct 02, 2011 2:20 pm    Post subject:  Tornado SW? Reply with quote  Mark this post and the followings unread

I'm thinking of making a new SW for my mod involving Tornados connected with the WeatherStorm, This is what I have so far. Any suggestions?



Tornado.gif
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Tornado.gif



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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Sun Oct 02, 2011 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

it's good Smile but you should make the Tornado a little less bound and make it more like a smoke.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun Oct 02, 2011 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

How were you planning to code the tornados? Cause I noticed that there's an art.ini entry for an animation that plays when an infantry gets killed by flame weapons.

Code:

[FLAMEGUY]
IsFlamingGuy=true
RunningFrames=6
LoopCount=1
Rate=500


I haven't experimented with any of this, but the IsFlamingGuy=true might make the animation move around randomly, like the burning infantry do? And with LoopCount you could make it last bit longer.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Oct 02, 2011 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:

I haven't experimented with any of this, but the IsFlamingGuy=true might make the animation move around randomly, like the burning infantry do? And with LoopCount you could make it last bit longer.


More or less. RunningFrames tells you how many frames to use per each direction (there's 8 facings). Any frames that come after are used once the animation stops moving around. One thing you're wrong about is LoopCount. It does not get used, it just runs through all the facings (in random order though I think) and their frames ONCE.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun Oct 02, 2011 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could you start the loop all over again with Next or ExpireAnim? Eg.

Code:

[TORNADO1]
...
Next=TORNADO2


[TORNADO2]
...
Next=TORNADO3


You could make the tornade "lose power" at each step visually and damage wise. It could be throwing some debris logic stuff around to cause damage.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Oct 03, 2011 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

The IsFlamingGuy= logic works great for a weapon like this, I personally have used this to the same effect, also makes an interesting firewave or fissure weapon. Next= should work, considering you have another animation, because you would have subtract the falloff of the animation as Starkku said.

Suggestion on the art? Get rid of the solid in the middle entirely. Start off with a PF Source, I find about 3500 particles to be enough, but you can adjust it for your usage. Then put down a wind space warp about 300 units above the PF, again scale for your scene, and add a vortex slightly above it. I'm no good at making tutorials so you'll have to play around with it alot, but the only thing you really have to worry about is making a nice object to base the particles on and a good texture.

I'll post an example later when I get a chance.

I'd also suggest thinking particles, since they do a better job, but it isn't free.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Oct 03, 2011 1:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting stuff about the IsFlamingGuy= logic, didnt know I could do that. Learn something new all the time. Thanks guys. Razz

@4StarGeneral, Thanks for the suggestion, and dont worry about making a tut. I know what your talking about Smile

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Lee
Jumpjet Infantry


Joined: 24 Feb 2005
Location: Nottingham, England

PostPosted: Tue Oct 04, 2011 11:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Imo, I don't like it.

Tips:
Make the Tornado itself transparent in areas rather than one solid block of a moving object.

Make the particles varied, i.e. make them look more like debris than floating noise.

And with the whole thing, imagine how clouds will look, even refer to Photoshop's Cloud filter. Think gradients, fading edges and edges that are blurred in motion.


I know it's a very hard job to achieve in 3D, but I'm sure if you find some tutorials and combine different effects, you could achieve a perfect looking tornado effect.

Best of luck!

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