Flamethrower particle gravitation (suggestion)

ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
Hi,
I would like to suggest that the flame-thrower's flame particles have only forward force, and doesn't have gravitation force on them.
That results into one straight column of light (image #1) .. instead of "real" looking slight bended flame column (image #2).

This suggestion have base on real physics ... when (usually) flammable liquid exit from tip of flame-thrower, it's heavy and fall down .. and then, when it travels some distance, it's ignited and slowly raise up, as it's heated. (you can see on image #2)

This is ma 2 cents ..

best Regards,
ZycaR


sample image:
<img src="http://imageupload.org/di-6129441933612.jpg" border="0" class="linked-image" />

Comments

  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    good suggestion, but i'm more concerned with flame particles going through walls. this is what makes it so OP in my opinion. you can't get away from it cuz it just light sabers through obstacles to kill you.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited January 2011
    <!--quoteo(post=1822407:date=Jan 7 2011, 06:50 PM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Jan 7 2011, 06:50 PM) <a href="index.php?act=findpost&pid=1822407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi,
    I would like to suggest that the flame-thrower's flame particles have only forward force, and doesn't have gravitation force on them.
    That results into one straight column of light (image #1) .. instead of "real" looking slight bended flame column (image #2).

    This suggestion have base on real physics ... when (usually) flammable liquid exit from tip of flame-thrower, it's heavy and fall down .. and then, when it travels some distance, it's ignited and slowly raise up, as it's heated. (you can see on image #2)

    This is ma 2 cents ..

    best Regards,
    ZycaR


    sample image:
    <img src="http://imageupload.org/di-6129441933612.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Generally flamethrowers work in one of two ways.

    Either they are liquid flamethrowers, in which case what you get is a downward arcing stream of petroleum which is on fire. The flames go up, but the overall trajectory is down The goal of a liquid flamethrower is not to throw hot air at people, it's to throw adhesive flammable fuel at them and then set it on fire, so it sticks to them and burns them to death. It doesn't burn up the fuel by the time it gets to the end of the arc. This is why they can do things like set concrete bunkers on fire, despite concrete not being flammable.

    Or, you get a gas flamethrower, which is what they usually are in movies, as they are less dangerous. These ones go universally up because burning propane is not signfiifcantly heavier than air, so it goes almost universally up. Or possibly in a straight line. These do burn the fuel up very quickly, which is why they are used in movies, because they don't set the entire building on fire like a proper flamethrower would. The goal of a gas flamethrower is to look cool. I don't think they were ever used as a weapon because they aren't very good compared to a liquid flamethrower.

    I have never seen a flamethrower do what you said, and I can't really think of any reason why it would, and it looks really weird.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    Military flamethrowers (i.e. not hollywood FX) are liquid and the flames travel in an arc. That's because it's the only way to get significant range. If NS2 has some sort of futuristic "plasma projector" (oops, plasma means something else in NS2-land) instead of a flamethrower, I won't complain about the current level trajectory.

    My only suggestion for the NS2 flamethrower is to make the flame sprites smaller because it looks cartoony. But I understand it's a WIP.
  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members
    If we're going for realistic, I read Flamethrowers on average have a distance of 200 yards, liquid based ones, that is, let's put that in.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--quoteo(post=1822407:date=Jan 7 2011, 08:50 PM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Jan 7 2011, 08:50 PM) <a href="index.php?act=findpost&pid=1822407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://imageupload.org/di-6129441933612.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    DON'T CROSS THE STREAMS!
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1822568:date=Jan 8 2011, 12:58 PM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Jan 8 2011, 12:58 PM) <a href="index.php?act=findpost&pid=1822568"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->DON'T CROSS THE STREAMS!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hahaha.
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    <!--quoteo(post=1822458:date=Jan 7 2011, 06:26 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jan 7 2011, 06:26 PM) <a href="index.php?act=findpost&pid=1822458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...<!--QuoteEnd--></div><!--QuoteEEnd-->
    As you sad, the flame-thrower which set thinks on fire are liquid based (an NS2 have obviously this kind of feature).
    And steam of fire will look heavier / cooler from first-person point of view.

    but it's on dev. team if they implement this feature, I vote for YES :D
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    Source has different modes for particles that make this easy to do. UWE might have to fix/write some code to make it happen: particle emitter is always attached to your flamethrower and its angle in world space can change. However particles that have been emitted have acceleration, speed and position all in world space. When emitter position changes nothing changes with respect to particles that were emitted before. You can also add gravity that is acceleration in Z axis if you want.
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    edited January 2011
    Yeah this is my next point, the flame particles are moving together with flame-thrower's (emitor). This gives the light-saber feeling.
    Once they rewrite it to use Principe as MOOtant write, the flame will optically bend when you turn around, and of course UWE can apply environmental forces:
    like gravity, wind, ... AND mainly calculate the collision with world (walls, objects, etc.).
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Are the flame particle independent of the actual flamethrower at the moment? What I mean is, if you were to just tap the mouse button, would you have a short-lived burst/gout of flame, rather than a ray of flame?
  • FrohmanFrohman Join Date: 2010-12-25 Member: 75933Members
    I believe the best approach would be to use a spline based system with an overall downwards trajectory. The spline can be quickly created from the nozzle to the projected position, which would be somewhat lower than the original position - the drop. The spline itself sorts out making that a smooth trajectory, and by making the end not local to the weapon (it wont fly around with a turn of the weapon), you create a smooth and dynamic pathway to the target position. Using this spline, you can draw fairly thin, stretched out particles along its length, following the supposed "jet" of flame, and getting thicker and slower the further they get. That will create the effect of a jet of flaming fuel - the core of the effect.

    From here one can add the usual fire puffs and the like along the spline to flesh the flame out (pretty much what is already in the game), and a nice larger group of fire puffs where the spline ends. And if that isn't enough, a ricochet-esque effect describing the behaviour of the stream when it hits an obstacle at less than a certain angle, deflecting off.

    But yeah, lots of possibilities, I could draw a diagram for this idea if need be.

    Cheers,
    Frohman
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    i think will be very nice and somehow realistic flame-thrower feeling, if UWE will listen some of these ideas :)
    I hope they read it..
  • FrohmanFrohman Join Date: 2010-12-25 Member: 75933Members
    Alright I thought about my suggestion further and figured that if the stream of flame had any substantial ricochet effect (i.e a noticable one), it could be abused for taking out structures around corners or bends, and would open up a huge possibility of bugs on complex geometry. As well as being horribly unrealistic...

    Assuming the bugs wouldn't show up (highly improbable), the ricochet effect would have to be limited to an extremely small angle area, meaning it'd only actually be seen on rare occasions in actual gameplay - making it practically a pointless waste of cycles to calculate.

    So narrowing down on my suggestion, it'd be best with no ricochet at all (stream hits something, no exceptions, steam ends) and failing a direct hit, the flamethrower's damage and visual falloff effects applied.

    For those who didn't quite understand my request... Think of when you have a garden hose, the water is propelled out in an arc from the hose - if you flick the hose around quickly, the arc bends accordingly, but doesn't break (its still a stream of water). This is, in essence, my suggestion to the flamethrower effect - having it governed by a dynamic curve which bends as one would expect. The effects can remain as they are now (although a more meaty stream of fuel in the center would be nice), with their positions and velocities relative to themselves, not the gun.

    Just my 2 cents ... On my own idea.

    Cheers,
    Frohman
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1822616:date=Jan 8 2011, 10:55 AM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Jan 8 2011, 10:55 AM) <a href="index.php?act=findpost&pid=1822616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As you sad, the flame-thrower which set thinks on fire are liquid based (an NS2 have obviously this kind of feature).
    And steam of fire will look heavier / cooler from first-person point of view.

    but it's on dev. team if they implement this feature, I vote for YES :D<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well no, a gas flamethrower would also set things that burn on fire. NS2 is probably using a gas flamethrower because:

    1. It's the one all video games use, because liquid flamethrowers are really hard to balance, as they basically kill everything over a range of about 50m and set it all on fire. It would be the most overpowered weapon ever and the effects would murder the engine, the short ranged dissolving fire is always the effect used because it's balanced and visually efficient.

    2. It's the one the alien films use, and guess which franchise everyone on the NS2 dev team loves?

    3. It doesn't create pools of flaming petroleum everywhere it hits, it just sets combustable aliens on fire, which is behaviour consistent with a gas flamethrower.
  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members
    <!--quoteo(post=1822618:date=Jan 8 2011, 12:01 PM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Jan 8 2011, 12:01 PM) <a href="index.php?act=findpost&pid=1822618"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Source has different modes for particles that make this easy to do. UWE might have to fix/write some code to make it happen: particle emitter is always attached to your flamethrower and its angle in world space can change. However particles that have been emitted have acceleration, speed and position all in world space. When emitter position changes nothing changes with respect to particles that were emitted before. You can also add gravity that is acceleration in Z axis if you want.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You realize this isn't Source anymore, right?
  • elmo33elmo33 Join Date: 2009-08-07 Member: 68377Members
    I wouldnt worry about the flame effects yet. Afaik the flamethower is(or was) supposed to eventually use volumetric flames, so you could use it effectively for example in vent clearing.
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    You think that volumetric flames wouldn't be created by particles?
    As I know it is something like this...
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1823007:date=Jan 10 2011, 12:10 AM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Jan 10 2011, 12:10 AM) <a href="index.php?act=findpost&pid=1823007"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You think that volumetric flames wouldn't be created by particles?
    As I know it is something like this...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well no, generally volumetric effects are created by complex maths rather than spawning lots of sprites.

    While I guess you could create a volumetric effect for the flamethrower and use a scrolling 3d texture to give it a flame like appearance, it would probably be really hard and really laggy.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    <!--quoteo(post=1822620:date=Jan 8 2011, 12:11 PM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Jan 8 2011, 12:11 PM) <a href="index.php?act=findpost&pid=1822620"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah this is my next point, the flame particles are moving together with flame-thrower's (emitor). This gives the light-saber feeling.
    Once they rewrite it to use Principe as MOOtant write, the flame will optically bend when you turn around, and of course UWE can apply environmental forces:
    like gravity, wind, ... AND mainly calculate the collision with world (walls, objects, etc.).<!--QuoteEnd--></div><!--QuoteEEnd-->

    they are going to implement it. one of the devs wrote about the bending flame (when you move around) somewhere. I think he called it "lag behind" or something.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    The flamethrower effects aren't finished yet.
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    This is not the criticism, get it just like suggestion (something like don't forget reminder :P )
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Can't wait to see the finished Flamethrower effects. Hoping it wouldn't look like solid fire. =D

    I'd say they use gas. Marines need gas Flamethrowers to clear vents.

    BTW is anyone experiencing incorrect display of the flame while firing the flamethrower in thirdperson view?
Sign In or Register to comment.