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Thread: Most convincing torch/candle flicker? [Solved]

  1. #1
    Member
    Registered: Sep 1999
    Location: Portland, OR

    Most convincing torch/candle flicker? [Solved]

    Has anyone cracked the code on a realistic simi-windy torch or candle flicker? I've seen some but can't remember which FMs they were to emulate.
    However if you are an author who has made a flicker with a pretty-much unnoticed to-be-looping pattern, could you share your settings?

    Thanks!

    Bonus: It's not needed really, but I when I started messing with particle trajectory I made the flame come out of the site of the newly modeled torch sconce. I thought it looked so cool but I wondered if you could trade the settings out continuously to make the wind direction change every so often. If it's heavy scripts or effort I will discard it, just a thought.

    Last edited by gamophyte; 16th Jan 2018 at 13:53. Reason: Solved

  2. #2
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    You set the animated lighting to random but coherent. Not sure what code you think needs cracking.

    Dynamically changing particle direction would be fairly trivial for a custom script. The tricky part would be maintaining consistent direction for multiple torches.

  3. #3
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Thanks ZB. I admit I haven't tried to do it myself out of laziness after spending hours finding and implementing the right pngs/sizes/colors for fire and smoke.
    I just remember that when I tried long ago it sucked, and never saw anything good in FMs until recently, so I made an assumption that it must be complex and only recently was it figured out.
    I basically wanted a copy and paste values after an exhausting day. No problem though, I will take another whack at it. It's fun.

    I still have heat disks to add, perhaps some flying embers maybe.. maybe corona too. Oh boy..

    I will post a video when it's done, here's half-way done shotty gif.

  4. #4
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    My advice, for what it is worth, is for you to play missions, and when you see flames that you like, go into DromEd and examine them. Your idea of what constitutes a "convincing torch/candle" may not be anyone else's. Too often I have seen blazes implemented which would burn the building down in RL. But the mission author thought it looked good. To me it was horrid. Each to their own tastes.

  5. #5
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Thank you LarryG, when it comes to objects, your opinion is worth a lot to me. I think I remember seeing a really good flicker with KoI, will have to check it out in dromed and obvs credit Soul Tear.

    I will post actual video when I'm done. It's not as fast as seen in gif lol, but also, couldn't find good PNG to make a convincing small torch flame. So I'm having my torches a bit heavy-duty.
    Last edited by gamophyte; 13th Jan 2018 at 19:34. Reason: FM name correction

  6. #6
    Member
    Registered: Jan 2012
    Location: Gèrmany
    Quote Originally Posted by gamophyte View Post
    It's not needed really, but I when I started messing with particle trajectory I made the flame come out of the site of the newly modeled torch sconce. I thought it looked so cool but I wondered if you could trade the settings out continuously to make the wind direction change every so often. If it's heavy scripts or effort I will discard it, just a thought.
    Rotate the particle object -> Wind changed direction.

    NVLinkBuilder, TrapMoveRelative

  7. #7
    Member
    Registered: Sep 1999
    Location: Portland, OR
    I haven't made myself familiar with any scripting just yet. I will have to revisit this when I do, thank you Daraan for the hot tip!

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