Jump to content

Final Alert 2 Tutorial - How to make Smoke and Camp fire with light


YosefAnan

Recommended Posts

In this video, I explain how to create fire with surrounding light and smoke coming out of it. I apologize for the video length and for resetting the settings multiple times, as I couldn’t remember the exact configurations and was trying to adjust them to be as perfect as they should be.

 



 

  • Upvote 1
Link to comment
Share on other sites

On 10/27/2024 at 5:37 PM, [CC] RaVaGe said:

Too much work for this. 
Better to edit the art.ini 

How do you edit vanilla art.ini without causing issues?
this is not for mod, is for maps.
also, I don't know how to edit smoke from art in file. ☺️

Link to comment
Share on other sites

On 10/30/2024 at 6:26 AM, YosefAnan said:

How do you edit vanilla art.ini without causing issues?
this is not for mod, is for maps.
also, I don't know how to edit smoke from art in file. ☺️

You need to add an active animation to the object and make it spawn a particle animation.

SpawnsParticle=SmlGryActSmk
NumParticles=4
Edited by [CC] RaVaGe
  • Like 1
Link to comment
Share on other sites

ah, that trick for attaching a smoke like effect wont work in maps because maps only parse rules.ini flags and active anims are art.ini flags.

the simplest trigger setup would be:
trigger 1, set to repeat
event 1: elapsed time (the amount of time that the particle system plays for)
action 1: play particle system at waypoint

trigger 2, one time
event 1: destroyed by anything
action 1: disable trigger 1
action 2: remove particle system at waypoint

real quick and simple but of course not automatic

  • Like 1
Link to comment
Share on other sites

On 10/31/2024 at 4:00 PM, [CC] RaVaGe said:

You need to add an active animation to the object and make it spawn a particle animation.

SpawnsParticle=SmlGryActSmk
NumParticles=4

I know how to do these things, but this idea never crossed my mind at all, haha! 😄

Link to comment
Share on other sites

On 11/2/2024 at 7:51 AM, McPwny said:

ah, that trick for attaching a smoke like effect wont work in maps because maps only parse rules.ini flags and active anims are art.ini flags.

the simplest trigger setup would be:
trigger 1, set to repeat
event 1: elapsed time (the amount of time that the particle system plays for)
action 1: play particle system at waypoint

trigger 2, one time
event 1: destroyed by anything
action 1: disable trigger 1
action 2: remove particle system at waypoint

real quick and simple but of course not automatic

I tried the code, and it worked for me, but the smoke isn’t as dense as it is when triggered through the actual trigger system

Link to comment
Share on other sites

after making a new particle system and listing it in the particlesystems index in rules.ini, use that number to call it in the fa2 trigger action.
i used to do it to make like red and green drop zone flares. i dont have my main computer so i cant give example code right now.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...