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Adding Spell Effects #126932
04/28/07 06:38
04/28/07 06:38
Joined: Aug 2005
Posts: 390
Florida
O
oldschoolj Offline OP
Senior Member
oldschoolj  Offline OP
Senior Member
O

Joined: Aug 2005
Posts: 390
Florida
Hi folks,

I have several questions regarding spell effects in A6. If you notice any of these questions are answered in articles or previous posts please let me know, because I have searched to no avail.

First off, I have no problem taking the time to design the way that my spells need to look in the game, but if you know of a plugin that has been developed for 3dgs (such as this one for torque http://www.garagegames.com/products/127/images/?current=2) please let me know, as anything that speeds up the process is a blessing.

What my questions are about is the actual implementation of spell effects into the engine. I apologize if this is the wrong area to be posting.

There are three main types of casted spell effects I am looking to achieve.

1 - Self cast or target cast effects that are centered around the target.

How do I attach these spells to the character no matter if they are standing still or moving?

2 - Spells that leave a trail effect.

How would I implement a spell effect that leaves a trail behind the target or the character as they move, such as a trail of fire or smoke if they were burning.

3 - Spells that target and follow until they connect.

A great example is any fireball spell that will hit a stable or moving target regardless of their position, like a heat seeking missle. Think of a firebolt from a mage on wow.


I guess my last question for now is:

Lets say that I want to have a spell effect that has a circular pattern on the ground like a pentagram or alien-like letters. The ground is not always flat, like when a player casts the spell on an incline or over bumpy terrain. Obviously I cant use a image for the effect, so how would I project that onto the ground surface?

Thanks for your time fellow developers!


you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe. __________________________________ yours truly
Re: Adding Spell Effects [Re: oldschoolj] #126933
04/28/07 06:42
04/28/07 06:42
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
I recommend looking at Easy particles 3...


xXxGuitar511
- Programmer
easy particles [Re: xXxGuitar511] #126934
04/28/07 06:50
04/28/07 06:50
Joined: Aug 2005
Posts: 390
Florida
O
oldschoolj Offline OP
Senior Member
oldschoolj  Offline OP
Senior Member
O

Joined: Aug 2005
Posts: 390
Florida
Ya I have that software, and it's pretty cool. However, it's not really the effects that I'm wondering about, it's the implementation and interaction within the engine that I'm having trouble with.


you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe. __________________________________ yours truly
Re: easy particles [Re: oldschoolj] #126935
04/28/07 10:04
04/28/07 10:04
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
User
tompo  Offline
User

Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
1. create dummy emiter with effect function always be in position you want
2 and 3 look here LINK


Never say never.
Re: easy particles [Re: tompo] #126936
04/28/07 10:15
04/28/07 10:15
Joined: Aug 2005
Posts: 390
Florida
O
oldschoolj Offline OP
Senior Member
oldschoolj  Offline OP
Senior Member
O

Joined: Aug 2005
Posts: 390
Florida
Excellent, I can tweak that code to work for spell efects. Now lets see if theres anyone out there who knows the answer to my other two quests. Thanks for the tip btw


you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe. __________________________________ yours truly
Re: easy particles [Re: oldschoolj] #126937
04/28/07 11:24
04/28/07 11:24
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
Serious User
vlau  Offline
Serious User
V

Joined: Aug 2005
Posts: 1,558
HK
To create a nice spell effect, you need to deal with some mathematics.
I suggest download and study "Advanced Particle Effects" by Thomas Gisiger
from Acknex Unlimited, here is the Link


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