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Reproducing Source engine realistic fire effects on model


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georgik57
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Old 10-23-2019 , 19:28   Reproducing Source engine realistic fire effects on model
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Have the following code for testing. Idea is to generate random origin within a player's AbsBox and then trace towards the player origin horizontally until a hitbox is detected then send a sprite message there.

The problem is you I can't find a proper message to use with a transparent(additive) sprite and that would also have velocity parameters.
Currently tried TE_SMOKE and TE_PROJECTILE but both of them use IndexAlpha sprites which have only greyscale color support.
Also tried TE_EXPLOSION but 8 units per second vertical velocity is just too low to look anywhere close to realistic.

Video demonstration with TE_SMOKE messages:


PHP Code:
#include <amxmodx>
#include <engine>
#include <fakemeta>

//#include <cs_ham_bots_api>

#include <amxmisc>
#include <D7Debug>



new const g_szSprites[][] =
{
/*
    "sprites/aexplo.spr",
    "sprites/bexplo.spr",
    "sprites/richo2.spr",
    "sprites/xfire.spr",
//    "sprites/xfire2.spr",
    "sprites/xfireball3.spr",
//    "sprites/xflare2.spr"*/
    
"sprites/black_smoke1.spr",
    
"sprites/black_smoke2.spr",
    
"sprites/black_smoke3.spr",
    
"sprites/black_smoke4.spr"
    
//"sprites/3dmflaora.spr"
    //"sprites/D7FireHighFadeInOutAdditive1.spr"
    //"sprites/D7FireHighFadeInOutIndexAlpha1.spr"
}

new 
g_iIDSpriteDotg_iIDsSprites[sizeof g_szSprites], g_iCountSpritesFrames[sizeof g_szSprites];

new 
g_iMaxPlayersg_bBurn[33];

public 
plugin_precache()
{
    for (new 
iIDiID sizeof g_szSpritesiID++)
    {
        
g_iIDsSprites[iID] = precache_model(g_szSprites[iID]);
        
g_iCountSpritesFrames[iID] = engfunc(EngFunc_ModelFramesg_iIDsSprites[iID]);
    }
    
    
g_iIDSpriteDot precache_model("sprites/dot.spr");
}

public 
plugin_init()
{
    
register_plugin("D7 Test sprite trace to model""0.1.2""D7")
    
    
register_clcmd("say""fwClCmdSayPre")
    
    
g_iMaxPlayers get_maxplayers();
}

public 
fwClCmdSayPre(const iID)
{
    static 
szArg[192], szArg1[15], szArg2[31];
    
read_args(szArgcharsmax(szArg))
    
    
trim(szArg)
    
remove_quotes(szArg)
    
    
szArg1 "";
    
szArg2 "";
    
    
parse(szArgszArg1charsmax(szArg1), szArg2charsmax(szArg2))
    
    if (!
equali(szArg1"/fm"))
        return;
    
    new 
iID2;
    
    if (
szArg2[0])
    {
        if (
equali(szArg2"*"))
            
iID2 = -1;
        else
            
iID2 cmd_target(iID2szArg2CMDTARGET_ALLOW_SELF);
    }
    
    if (
iID2 >= 0)
    {
        if (!
iID2)
            
iID2 iID;
        
        if (!
g_bBurn[iID2])
        {
            
g_bBurn[iID2] = 1;
        }
        else
        {
            
g_bBurn[iID2] = 0;
        }
    }
    else
    {
        for (
iID2 1iID2 <= g_iMaxPlayersiID2++)
        {
            if (!
g_bBurn[iID2])
            {
                
g_bBurn[iID2] = 1;
            }
            else
            {
                
g_bBurn[iID2] = 0;
            }
        }
    }
}

public 
client_PreThink(iID)
{
    
//static const Float:fVecSizeHullStandMins[3] = { -16.0, -16.0, -36.0 };
    //static const Float:fVecSizeHullStandMaxs[3] = { 16.0, 16.0, 36.0 };
    //static const Float:fVecViewOffsetStand[3] = { 0.0, 0.0, 17.0 };
    //static const Float:fVecSizeHullDuckMins[3] = { -16.0, -16.0, -18.0 };
    //static const Float:fVecSizeHullDuckMaxs[3] = { 16.0, 16.0, 32.0 };
    //static const Float:fVecViewOffsetDuck[3] = { 0.0, 0.0, 12.0 };
    
    
if (!is_user_alive(iID) || !g_bBurn[iID])
        return;
    
    new 
Float:fTimeGame get_gametime();
    
    static 
Float:fTimeLastBurn[33];
    
    if (
fTimeGame fTimeLastBurn[iID] < random_float(0.030.05))
        return;
    
    
fTimeLastBurn[iID] = fTimeGame;
    
    new 
Float:fVecOrigin[3], Float:fVecTemp[3], Float:fVecOriginSprite[3];
    
    
pev(iIDpev_originfVecOrigin)
    
    new 
bDucking = (pev(iIDpev_flags) & FL_DUCKING);
    new 
iIDTrace// = create_tr2();
    
    
LabelTraceStart:
    
    
fVecTemp fVecOrigin;
    
    if (!
bDucking)
    {
        
fVecTemp[0] += random_float(-16.016.0);//(random_num(0, 1) ? -16.0 : 16.0)
        
fVecTemp[1] += random_float(-16.016.0);//(random_num(0, 1) ? -16.0 : 16.0)
        
fVecTemp[2] += random_float(-36.018.0);
    }
    else
    {
        
fVecTemp[0] += random_float(-16.016.0);//(random_num(0, 1) ? -16.0 : 16.0)
        
fVecTemp[1] += random_float(-16.016.0);//(random_num(0, 1) ? -16.0 : 16.0)
        
fVecTemp[2] += random_float(-18.020.0);
    }
    
    
fVecOriginSprite fVecOrigin;
    
fVecOriginSprite[2] = fVecTemp[2];
    
    
iIDTrace trace_line(g_iMaxPlayers 1fVecTempfVecOriginSpritefVecOriginSprite);
    
    if (
pev_valid(iIDTrace))
    {
        new 
szClassName[32];
        
pev(iIDTracepev_classnameszClassNamecharsmax(szClassName))
        
set_hudmessage(25512800.05, -1.000.01.50.00.54);
        
ftD7Log("f"iID"[client_PreThink] HitID: %d. Owner: %d. ClassName: ^"%s^"."iIDTracepev(iIDTracepev_owner), szClassName)
    }
    else
    {
        
set_hudmessage(25512800.05, -1.000.01.50.00.54);
        
ftD7Log("f"iID"[client_PreThink] HitID: %d."iIDTrace)
        
//goto LabelTraceStart;
    
}
    
//engfunc(EngFunc_TraceLine, fVecTemp, fVecOriginSprite, DONT_IGNORE_MONSTERS, g_iMaxPlayers + 1, iIDTrace)// | IGNORE_MISSILE | IGNORE_GLASS
    
    //get_tr2(iIDTrace, TR_vecEndPos, fVecOriginSprite)
    
    
if (get_distance_f(fVecTempfVecOriginSprite) >= 72)
    {
        
ftD7Log(__"[client_PreThink] iID: %d. Trace distance is bigger than 72(missed the player)."iID)
        goto 
LabelTraceStart;
    }
    
    if (
fVecTemp[0] == fVecOriginSprite[0] && fVecTemp[1] == fVecOriginSprite[1] && fVecTemp[2] == fVecOriginSprite[2])
    {
        
ftD7Log(__"[client_PreThink] iID: %d. Trace start and end origins are the same(inside the player model)."iID)
        goto 
LabelTraceStart;
    }
    
    
//free_tr2(iIDTrace);
    
    
engfunc(EngFunc_MessageBeginMSG_PASSVC_TEMPENTITYfVecOrigin0)
    
//engfunc(EngFunc_MessageBegin, MSG_BROADCAST, SVC_TEMPENTITY, fVecOrigin, 0)
    
write_byte(TE_BEAMPOINTS);
    
engfunc(EngFunc_WriteCoordfVecTemp[0]) // x
    
engfunc(EngFunc_WriteCoordfVecTemp[1]) // y
    
engfunc(EngFunc_WriteCoordfVecTemp[2]) // z
    
engfunc(EngFunc_WriteCoordfVecOriginSprite[0]) // x
    
engfunc(EngFunc_WriteCoordfVecOriginSprite[1]) // y
    
engfunc(EngFunc_WriteCoordfVecOriginSprite[2]) // z
    
write_short(g_iIDSpriteDot);
    
write_byte(1);    // framestart 
    
write_byte(1);    // framerate 
    
write_byte(1);    // life in 0.1's 
    
write_byte(2);    // width
    
write_byte(0);    // noise 
    
write_byte(255);    // r, g, b 
    
write_byte(128);    // r, g, b 
    
write_byte(0);    // r, g, b 
    
write_byte(200);    // brightness 
    
write_byte(0);    // speed 
    
message_end();
    
    
iIDTrace random_num(0sizeof g_szSprites 1);
    
    
// if Z origin is lower than X, subsctract some more.
    
    // Smoke sprite
    
engfunc(EngFunc_MessageBeginMSG_PASSVC_TEMPENTITYfVecOrigin0)
    
write_byte(TE_SMOKE// TE id
    
engfunc(EngFunc_WriteCoordfVecOriginSprite[0]) // x
    
engfunc(EngFunc_WriteCoordfVecOriginSprite[1]) // y
    
engfunc(EngFunc_WriteCoordfVecOriginSprite[2]) // z
    
write_short(g_iIDsSprites[iIDTrace]) // sprite
    
write_byte(random_num(13)) // scale
    
write_byte(random_num(g_iCountSpritesFrames[iIDTrace] * 2floatround(g_iCountSpritesFrames[iIDTrace] * 1.5floatround_floor))) // framerate
    
message_end()
/*    
    engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, fVecOrigin, 0)
    write_byte(TE_PROJECTILE)
    engfunc(EngFunc_WriteCoord, fVecOriginSprite[0]) // x
    engfunc(EngFunc_WriteCoord, fVecOriginSprite[1]) // y
    engfunc(EngFunc_WriteCoord, fVecOriginSprite[2]) // z
    engfunc(EngFunc_WriteCoord, 0.0) // x
    engfunc(EngFunc_WriteCoord, 0.0) // y
    engfunc(EngFunc_WriteCoord, 30.0) // z
    write_short(g_iIDsSprites[iIDTrace])
    write_byte(g_iCountSpritesFrames[iIDTrace] / 10)
    write_byte(iID) //projectile won't collide with owner (if owner == 0, projectile will hit any client).
    message_end()*/
    
    //set_task(random_float(0.1, 0.1), "client_PreThink", iID)
}
/*
#define    TE_SMOKE                    5        // Alphablend sprite, move vertically 30 pps
// write_byte(TE_SMOKE)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z) 
// write_short(sprite index)
// write_byte(scale in 0.1's)
// write_byte(framerate)

#define    TE_EXPLOSION                3        // Additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
// write_byte(TE_EXPLOSION)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_short(sprite index)
// write_byte(scale in 0.1's)
// write_byte(framerate)
// write_byte(flags)
//
// The Explosion effect has some flags to control performance/aesthetic features:
#define TE_EXPLFLAG_NONE            0        // All flags clear makes default Half-Life explosion
#define TE_EXPLFLAG_NOADDITIVE      1        // Sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
#define TE_EXPLFLAG_NODLIGHTS       2        // Do not render dynamic lights
#define TE_EXPLFLAG_NOSOUND         4        // Do not play client explosion sound
#define TE_EXPLFLAG_NOPARTICLES     8        // Do not draw particles

#define TE_PROJECTILE               119      // Makes a projectile (like a nail) (this is a high-priority tent)
// write_byte(TE_PROJECTILE)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(velocity.x)
// write_coord(velocity.y)
// write_coord(velocity.z)
// write_short(modelindex)
// write_byte(life)
// write_byte(owner)  projectile won't collide with owner (if owner == 0, projectile will hit any client).
*/ 
Attached Files
File Type: inc D7Debug.inc (2.9 KB, 38 views)
File Type: sma Get Plugin or Get Source (D7TestSpriteTraceToModel.sma - 27 views - 8.5 KB)
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Last edited by georgik57; 02-18-2020 at 03:47.
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Old 11-07-2019, 15:35
georgik57
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georgik57
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Old 02-18-2020 , 03:47   Re: Reproducing Source engine realistic fire effects on model
Reply With Quote #2

up
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DJEarthQuake
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Old 02-18-2020 , 23:54   Re: Reproducing Source engine realistic fire effects on model
Reply With Quote #3

TE_SPRITE
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georgik57
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Old 02-19-2020 , 08:38   Re: Reproducing Source engine realistic fire effects on model
Reply With Quote #4

Doesn't have velocity
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DJEarthQuake
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Old 02-19-2020 , 11:29   Re: Reproducing Source engine realistic fire effects on model
Reply With Quote #5

The old saying where there is smoke there must be fire.

That video only has the smoke. It takes blending of many particles or a Source grade animated sprite to take the work off the engine and programmer.

Take a look at the flame thrower mods. Smoke is just one of the many particles. It is not orange.
Quote:
which have only greyscale color support.
This is the orange. The way we work around it.
sprites/zerogxplode.spr
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"It's not the actual programming that's interesting. But it's what you can accomplish with the end results that are important." -Dennis Ritchie
"Mathematics, rightly viewed, possesses not only truth, but supreme beauty a beauty cold and austere, like that of sculpture..." -Bertrand Russell

Last edited by DJEarthQuake; 02-19-2020 at 11:29.
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Abhinash
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Location: India,kolkata
Old 02-23-2020 , 02:59   Re: Reproducing Source engine realistic fire effects on model
Reply With Quote #6

Quote:
Originally Posted by DJEarthQuake View Post
The old saying where there is smoke there must be fire.

That video only has the smoke. It takes blending of many particles or a Source grade animated sprite to take the work off the engine and programmer.

Take a look at the flame thrower mods. Smoke is just one of the many particles. It is not orange.


This is the orange. The way we work around it.
sprites/zerogxplode.spr
Can you provide me link for the Flame thrower mod ?
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