Volumetric Flamethrower

remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<div class="IPBDescription">Visual Effects...</div> Does anyone know what has been tried? or any ideas for how to amke it look good without using too many sprites?

I'm not sure if this should be in customization or general discussion, but I chose here, because it's not really customization, and it IS a discussion.

I personally think that one of those movie-like explosions with a high alpha level would look good... I'll try to find pictures. If the transparency is too much though, it would look bad...

This would make it look real nice in vents I think, but it wouldn't look so good if you're not shooting it into a vent... *thinks*

I don't see how it would be possible to make it without using a bunch of sprites, merely due to it being in 3d.

Comments

  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    I dont think its possible on HL. Using a new engine is the best way to get a volumetric flamethrower
  • txnhockeytxnhockey Join Date: 2004-01-06 Member: 25104Members
    that would be hell think about the nade soamers already can you amingen noobs using it? aginst skulks it would be like the angle of death jus one puff *dead*
    then you would have evryone downloading anther big patch like today when steam messed up evrything and then we woulded be able to play agin cause steam IS a UBER freky Os for Hl
  • DoG-MeAtDoG-MeAt Join Date: 2003-10-09 Member: 21553Members
    edited March 2004
    there is something about a flamethrower in the artwork forums...ill try to find it, its also got a pic. Warning:this could be completetly irrelevent.

    [EDIT] its NOT in the artwork forums but it is in general discussion here is the link...its locked and i the stuff your looking for is on page 2..or 1, i dont know just check it.

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=64563&st=0' target='_blank'>Flamethrower Bits</a>
  • NavckNavck Join Date: 2004-02-11 Member: 26424Members
    Muzzleflash sprite shaped like a flame? Then anything within that range or pointed at sprite is hit, it displays a flame sprite.

    Version 2
    Large flame sprites, long, less sprites
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    anyliving thing is vulnerable to fire...
    a flamethrower will completely unbalance the game, but it would be so much fun to use <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    <b>WHY. DO. PEOPLE. STILL. MAKE. THESE. TOPICS?</b>

    This has been beaten to death already. Yes, a reasonably good-looking effect could be produced with the HL engine. However, it cannot <b>behave</b> volumetrically without creating massive lag, nasty client-side FPS hits, or both. In fact, <b>no one</b> has made a game with a truly volumetric flamethrower - and I'm not just talking about HL mods.
  • txnhockeytxnhockey Join Date: 2004-01-06 Member: 25104Members
    true narf as i said tho it would be so twerrible
    how would u do ammo for it???
    and then it would be really homo in NS_maps but even worse with ppl in CO maps
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    ammo would be handled like ammo is always handled for flamethrowers... <i>the same way it's handled for everything else.</i>

    there should honestly be no confusion there. the "ammo" just represents the amount of combustable liquid (whatever it would be) that's in the 'thrower.

    narf, people still make these topics because it's still absent from NS. it may be impossible to get it exactly as they want, but I believe if we continue to demand it we should see some form of flamethrower.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    edited March 2004
    <!--QuoteBegin-typical skeleton+Mar 4 2004, 02:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (typical skeleton @ Mar 4 2004, 02:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it may be impossible to get it exactly as they want, but I believe if we continue to demand it we should see some form of flamethrower.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, you won't. You simply won't. Flayra has said many times that <b>only</b> a volumetric flamethrower will make it into NS. It has been decided, through <b>many</b> forum debates, that a volumetric flamethrower is practically impossible. It can therefore be deduced that a volumetric flamethrower will <b>never</b> make it into NS. Give it up.

    Besides, this thread belongs in S&I, anyway.
  • MaudDibMaudDib Join Date: 2004-02-08 Member: 26230Members
    eh the volumetric effects look cool, but honestly thats not how a flame thrower works. As i see it, if you're going to do it, do it right. Realistically flames throwers dont shoot this floating clouds of flame like you see in all these games. Most flame throwers are more like a napalm super soaker. It soaks flaming liquid in an arc, which unlike what appears in most games has mass and gravity. I think it would work pretty good for ns, as you it would keep the spamming down, as you'd actually have to aim, and you could spray specific targets with it like a rushing onos. Make the projectile sticky to, so you could spray it on floors as walls to cover a retreat, and so on.

    just my 2 cents.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    edited March 2004
    <!--QuoteBegin-DoG-MeAt+Mar 3 2004, 09:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DoG-MeAt @ Mar 3 2004, 09:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=64563&st=0' target='_blank'>Flamethrower Bits</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Page 2 has a picture of a non volumetric one from some other mod.

    <img src='http://www.unknownworlds.com/forums/uploads//post-1-1078263304.jpg' border='0' alt='user posted image' />
    That looks like colored smoke, not flames.

    Page 3 has Talesin's Post about a flamethrower in NS:
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Actually, a system for the tracking of volumetric flame was worked out, and wouldn't be too much of a CPU load... the problem was getting the resulting flame to LOOK GOOD. Which that one.. honestly... doesn't. Looks like a colored smoke launcher.

    There *was* another modder in showing off his FT (which was NOT volumetric) with a very pretty flame effect... but it would have been too 'heavy' on low-end video cards. He was designing around a GF3 or 4 and above, IIRC.


    At the moment, the pseudocode for the FT volumetric dispersal tracking is there. It needs to be converted into an actual formulaic equation using the facilities HL has present. After that, a GOOD fire effect has to be found and worked to follow the form path correctly.
    The last one is the largest stopping point, as sprites look fugly unless you have a BUNCH of them, which increases graphic and server load, and other methods don't really look much better thanks to the lack of PS2.0. :b <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    --

    And you guys missed the point of my discussion. It wasn't to discuss balance or if it'll ever get in the game. It was to discuss what techinique could be used to make it look good.

    And I'm not exactly just talking about NS, but just in general. How could one make a flamethrower that looks awesome, and not just shoot colored smoke?
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    This is what it would be reall nice to look like:
    <img src='http://www.secretarmies.com/images/flame.jpg' border='0' alt='user posted image' />

    These are what I was talking about in my first post:
    <img src='http://www.gulfcoasttechnology.org/images/explosion.jpg' border='0' alt='user posted image' />
    <img src='http://jodorowski.free.fr/paysage/explosion.jpg' border='0' alt='user posted image' />

    Halo has a nice one:
    <img src='http://halo.ogresnet.com/screenshots/albums/Gameshots/Flame_Thrower.sized.jpeg' border='0' alt='user posted image' />

    That bubbly explosion thing is what I'm talking about... If it was made to be something like that, it could look cool.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Isn't it possible to use the partical system to help with the flame sprites?

    I remember someone who made a fire bilebomb, and TBH, it looked more like a flamethrower.

    But then the problem is actually letting it render all the flames. We know what happens when we get lots of sprites on our screens.
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    edited March 2004
    <!--QuoteBegin-Narfwak+Mar 4 2004, 03:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Narfwak @ Mar 4 2004, 03:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-typical skeleton+Mar 4 2004, 02:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (typical skeleton @ Mar 4 2004, 02:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it may be impossible to get it exactly as they want, but I believe if we continue to demand it we should see some form of flamethrower.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, you won't. You simply won't. Flayra has said many times that <b>only</b> a volumetric flamethrower will make it into NS. It has been decided, through <b>many</b> forum debates, that a volumetric flamethrower is practically impossible. It can therefore be deduced that a volumetric flamethrower will <b>never</b> make it into NS. Give it up.

    Besides, this thread belongs in S&I, anyway. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Maybe you will read this the second time it's posted?
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Psyke+Mar 3 2004, 11:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Psyke @ Mar 3 2004, 11:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><img src='http://jodorowski.free.fr/paysage/explosion.jpg' border='0' alt='user posted image' />

    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Thats a Nuke <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • weggyweggy Join Date: 2003-06-04 Member: 16998Members
    Will create too much lag and too much of a FPS loss, huh?

    Who cares! Get cable and a gaming PC!

    Seriously though, this has been beaten to death. I doubt we'll see a FT in NS.
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    <!--QuoteBegin-Narfwak+Mar 4 2004, 03:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Narfwak @ Mar 4 2004, 03:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It can therefore be deduced that a volumetric flamethrower will <b>never</b> make it into NS. Give it up. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    At least...not in this engine. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin-txnhockey+Mar 4 2004, 03:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (txnhockey @ Mar 4 2004, 03:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that would be hell think about the nade soamers already can you amingen noobs using it? aginst skulks it would be like the angle of death jus one puff *dead* <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The angle of death?

    OH NOES! TEH PYTHAGORAS ATTACK! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    edited March 2004
    I repeat:
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It wasn't to discuss balance or if it'll ever get in the game. <b>It was to discuss what techinique could be used to make it look good.</b><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Ok, imagine we were making our own game, with no engine limits. Now, that said... We want to make it as low lag as possible, not because people's computers suck, but because we want to save the processing power for more important things, and save the server to communicate more important things then the location of sprites...

    Now.... Discuss, and <i>stop telling me it will never be in NS</i>. I don't care about that.

    edit: Fixing italics

    P.S. Daxx, I realize that that is a nuke; but it's got that bubbly explosion look I was talking about.
  • ikirikir Join Date: 2003-07-19 Member: 18265Members, Constellation, Reinforced - Gold
    I want one in ns <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    About not making a flame thrower look like a smoke thrower - both effects have to be created in the same way, they are just semi transparent sprites next to each other (in a particular shape). The difference has to be made in the graphics of the sprites, they should start as blue and very quickly changet to yellow stay there for a while and then fade away quickly (of course while moving forward). However for a truely volumetric flame thrower there would be lots of data being sent back and forth (you have to send positions of each point of the flame to every client) which is going to mean a massive extra amount of data having to be sent to each client. An easier way maybe to simply generate the effect on the client side (which can be adjusted for computer specs) and then simply tell the clients if they are in a flame/when they die, though the servers would have to be very fast to process it all.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    <!--QuoteBegin-weggy+Mar 4 2004, 07:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (weggy @ Mar 4 2004, 07:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Will create too much lag and too much of a FPS loss, huh?

    Who cares! Get cable and a gaming PC!

    Seriously though, this has been beaten to death. I doubt we'll see a FT in NS. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I tihnk they were referring to server load...
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    No official word has been given about flamethrowers for a long, long time by now. None of the notions in here has any official backing; there is no indication of either plans for or against the implementation of a flamethrower.

    Apart from that, this topic has been beaten to death and back. Please run a search before posting.

    <span style='color:red'>***Locked.***</span>
This discussion has been closed.