The Daily Click ::. Forums ::. Klik Coding Help ::. Question about ADD effect in MMF2 HWA
 

Post Reply  Post Oekaki 
 

Posted By Message

JetpackLover



Registered
  01/03/2007
Points
  212
30th August, 2012 at 30/08/2012 16:31:42 -

I'm looking to use an ADD effect for generated fire in my game but it only really looks good when it is against a black background which makes sense because of the nature of the ADD effect. Anyone know a good work around for this? I've already attempted to create a black backing for the fire active but obviously this creates double the amount of actives for the same effect as being on a black background.

Anyone have a solution? Or a better way to generate fire? I want to create my own graphics for the fire to maintain the style of my game. Also I have realized that using ADD visually clumps together the graphics which is quite aesthetically appealing.

EXAMPLES

Against Black
Image

Against light gray

Image

Against light gray with black backing objects

Image

I've also seen this Flame thrower effect from this site

Anyone know if that is a good effect? What extensions and effect shaders does it use?



 
http://www.invincibletime.com/

Devlog for HD MMF Game Omulus. Check it out because it's gonna be awesome. http://omulus.tumblr.com/

Follow me on the twitters https://twitter.com/JetpackLover


hapsi



Registered
  13/11/2003
Points
  775
10th September, 2012 at 10/09/2012 09:42:53 -

I explained how i did this kind of flamethrower effect in another topic. Is this something like you're looking for?

Image


Originally Posted by hapsi

Originally Posted by Chris Donovan
Yeah, the flame looks really pro. Did you use 3 different layers of actives with transparency? That would take me days to make, and I'm not sure if I could make it that good. I'd like to see it animated.


I currently only have one layer in use. The flamer effect is done with this kind of active object that scales larger, rotates in cw or ccw, creates smoke, and has "add" effect.

Image


Here is version with the light effect:
edit: Ah fuck.. don't mind the lightness change in the ground in between player prone and the flames. The lighter ground there is a backdrop and a test area for the trees you see there.

Image

The player in prone is semitransparent since have not been seen.




 
[Signature][/Signature]

Jenswa

Possibly Insane

Registered
  26/08/2002
Points
  2723
16th September, 2012 at 16/09/2012 13:48:32 -

I've little knowledge of the ADD effect, but perhaps you can use the ADD effect in it's own layer, which is black, but that black is transparent to the user. Will that work?

 
Image jenswa.neocities.org

hapsi



Registered
  13/11/2003
Points
  775
16th September, 2012 at 16/09/2012 16:19:49 -

Propably not. What might work is using alpha channels instead of add but its just "advanced semitransparent".

 
[Signature][/Signature]

JetpackLover



Registered
  01/03/2007
Points
  212
17th September, 2012 at 17/09/2012 13:55:13 -

Hey thanks for the tips guys. Especially you Hapsi. I'm going to basically draw and animate most of my fire as well as using auto generated techniques as well. I'll be using the add effect and hopefully I won't ever use a light background.

 
http://www.invincibletime.com/

Devlog for HD MMF Game Omulus. Check it out because it's gonna be awesome. http://omulus.tumblr.com/

Follow me on the twitters https://twitter.com/JetpackLover


hapsi



Registered
  13/11/2003
Points
  775
17th September, 2012 at 17/09/2012 18:35:54 -

I've got it! See the image:

Image

Effect works as long as there is something black/"blackish" behind. In this case smoke. So make a black(ish) active the same size of the flame behind every active you use add effect in.
I have no need to change my flamer because it's never against a sky or anything very bright.

Edited by hapsi

 
[Signature][/Signature]
   

Post Reply



 



Advertisement

Worth A Click