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Fire upside down

Posted: Fri Feb 23, 2007 8:59 pm
by geilisch
Hiya

I'm going to make a a rocket in mohr that takes off, with some kind of fire effect coming out of its tail.. There are some great looking Fires I can use in radiant but the only problem is that I can't turn the fire "upside down" which would look a little better. No matter how I mess with the angles, it still goes up..

Is it possible to solve this in any way?

Posted: Fri Feb 23, 2007 9:51 pm
by neillomax
I didn't have alot of time to mess with it, but I tried "U", "D" , every angle, and flip this flip that and...........

angles -180 .0 0.0 0.0 .... this made it look upside down in radiant, but the fire still burned normally, just lower than usual.

If you figure it out, please post the result. Good luck.

Posted: Fri Feb 23, 2007 10:00 pm
by ViPER
fire.tik effect will always appear with upwards orientation. look at sorrids rocket mod. it uses a flame trail effect that should work fine.

Posted: Fri Feb 23, 2007 10:34 pm
by lizardkid
it's a sprite, old-Doom style. the picture is scaled based on your distance away from it. It has no effective rotation. You need a particle or model to simulate fire some other way, which is not efficient.

gotterdeammerung

Posted: Fri Feb 23, 2007 11:03 pm
by tltrude
This is how I did it in "gotterdammerung" -- click on my signature logo to download it.

Code: Select all

	local.fire = spawn script_model targetname "engine_1"
	local.fire angle "-2"
	local.fire model models/emitters/rocketgood.tik // engine
 	local.fire.origin = $missle.origin + ( 48 0 -685 )
 	local.fire.scale = 3
	local.fire bind $missle
	local.fire anim start

	local.fire2 = spawn script_model targetname "engine_2"
	local.fire2 angle "-2" 
	local.fire2 model models/emitters/rocketgood.tik // engine
 	local.fire2.origin = $missle.origin + ( -48 0 -685 )
 	local.fire2.scale = 3
	local.fire2 bind $missle
	local.fire2 anim start
Name this file, rocketgood.tik and place it in "main/models/emitters".

Code: Select all

TIKI
setup
{
	scale 1.0
	path models/fx/dummy
	skelmodel dummy3.skd
}

init
{
	server
	{
		classname effectentity
		notsolid
		rendereffects +dontdraw
	}
	client
	{
		originemitter fire
		(
			spawnrate 11.00
			model fire_ring2.spr
			alpha 0.50
			color 1.0 0.95 0.95
			scale 0.20
			life 1.6
			scalerate 0.30
			randvel crandom -10 crandom -10 crandom -10
			accel 0.00 0.00 90.00
			friction 1.00
			angles crandom 20 crandom 30 crandom -20
			scalemin 0.10
			scalemax 0.40
			fade
		)

		originemitter firesmoke
		(
			model vsssource.spr
			count 1
			alpha 0.95
			color .6 .6 .6
			scale 2.00
			life 7.00
			spawnrate 3.00
			scalerate 0.60
			velocity 90.00
			accel 0.00 16.00 0.00
			offset crandom 16 crandom 16 random -8
			fade
			collision
		)
	}
}

animations
{
        idle dummy3.skc
	start dummy3.skc
	{
		client
	        {
			enter emitteron fire
			enter emitteron firesmoke
	        }
	}
	stop dummy3.skc
	{
		client
	        {
	    		enter emitteroff fire
			enter emitteroff firesmoke
		}
	}
}

/*QUAKED fx_rocket_good(0.0 0.5 0.5) (-8 -8 -8) (8 8 8)
a rocket fire.
Doesn't collide.
*/
Hope it works, good luck.