[Special FX] Particle FX for Doom torches

[Special FX] Particle FX for Doom torches

Postby KeksDose » Sun Sep 26, 2010 10:55 am

Here are the torch effects I made for Stronghold. The mod basically adds a particle effect to the torches, giving a kinda modern touch. There are some differences between this version and the Stronghold and obliterated SFX Shoppe version. For one, the filesize is reduced drastically by using mirror frames. The torches are also switchable decorations now, so you can turn then on and off. Obviously they always start in an active state. I also rewrote the code from scratch. There are no sound effects, though, but one can easily add them himself. It's essentially the original edition. :P

Use them as you wish. All I request in the case you use it is a little credit and that you don't upload them elsewhere.

Screenshot - 1280 x 720
Download - 323kb
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Re: [Special FX] Particle FX for Doom torches

Postby Ghastly_dragon » Sun Sep 26, 2010 11:37 am

Epic win. Best torch effects I've seen for any game.
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Re: [Special FX] Particle FX for Doom torches

Postby printz » Sun Sep 26, 2010 3:38 pm

Pretty coolhot. I hope they can be reproduced for Eternity.
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Re: [Special FX] Particle FX for Doom torches

Postby Nash » Sun Sep 26, 2010 3:45 pm

Very pretty. The only thing that spoils it for me (and is not your fault; but rather, a shortcoming of the renderer) is how the flares clip when they intersect with map geometry. Too bad GZDoom can't do soft particles!

Otherwise, thumbs up!
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Re: [Special FX] Particle FX for Doom torches

Postby ShadesMaster » Sun Sep 26, 2010 5:19 pm

That reminds me, I'll need to update my credits lump for the final version of my map. Good work here!
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Re: [Special FX] Particle FX for Doom torches

Postby printz » Mon Sep 27, 2010 5:22 am

I wonder if I can customize the flames to produce an efreeti. Or a serpent.
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Re: [Special FX] Particle FX for Doom torches

Postby ShadesMaster » Mon Sep 27, 2010 9:51 am

It should be possible. I was trying to use these flames to make a lost soul bu having the lost soul produce said flames between each animation, but it didn't work right - he blinked in and out of existence even with the flake production tic at 0. There's got to be a way though!
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Re: [Special FX] Particle FX for Doom torches

Postby jute » Mon Sep 27, 2010 12:36 pm

Very nice. Is this the kind of thing I could set to autoload and use in any map, or would it only work in maps designed for it?
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Re: [Special FX] Particle FX for Doom torches

Postby Ghastly_dragon » Mon Sep 27, 2010 1:46 pm

jute wrote:Is this the kind of thing I could set to autoload and use in any map

Yep, as long as they replace the existing torches.
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Re: [Special FX] Particle FX for Doom torches

Postby printz » Mon Sep 27, 2010 5:27 pm

I've just remembered that if I try this under software rendering, the flames will de-align.
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Re: [Special FX] Particle FX for Doom torches

Postby Tormentor667 » Sun Oct 03, 2010 6:37 am

Ghastly_dragon wrote:Epic win. Best torch effects I've seen for any game.

Agreed!
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