svictor
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As we know, RF2 normally doesn't support modding real particle animation. This is a prove of concept for creating 3D particle animation and effects for RF2.
This implementation utilizes RF2's new IBL shader and texture animation to emulate dynamic 3D fireworks animation.
The first implemented example of this method can be experienced in Dundrod 1955 mod.
Basic Concept:
The main idea is to create a bunch of 3D strips, radiating outward to form a sphere-like fireball. Then, create a fire particle texture, which will be animated using "scrolling animation" to move the particle texture along the 3D strip, emulating fire particle explosion trajectory.
For explosion type & speed randomization, this can be done by adjusting the rate of "scrolling animation" and UV map scaling, and also combining multiple different fire particle textures into one bigger texture.
For color randomization, this can be done by using IBL standard blending shader, applying an "overlay" color texture map on top of fire particle texture, and set this overlay map with random moving animation via "scrolling animation", effectively result random fireworks color.
For explosion position randomization, this can be done by using RF2's object rotating animation, see official guide here: https://docs.studio-397.com/display/DG/Object+Rotation+Animation
Finally, the 3D fireworks implementation currently used in "Dundrod 1955" mod utilized all above techniques to create dynamic and random looking fireworks.
Example file:
To make life easier, I have prepared some ready-to-use 3D fireworks files in attachment, which can be directly added to RF2 track with minimum efforts. Feel free to use those files in various RF2 track mods as you like.
The full tutorial for 3D fireworks creation in RF2 continues in following posts.
Good luck!
This implementation utilizes RF2's new IBL shader and texture animation to emulate dynamic 3D fireworks animation.
The first implemented example of this method can be experienced in Dundrod 1955 mod.
Basic Concept:
The main idea is to create a bunch of 3D strips, radiating outward to form a sphere-like fireball. Then, create a fire particle texture, which will be animated using "scrolling animation" to move the particle texture along the 3D strip, emulating fire particle explosion trajectory.
For explosion type & speed randomization, this can be done by adjusting the rate of "scrolling animation" and UV map scaling, and also combining multiple different fire particle textures into one bigger texture.
For color randomization, this can be done by using IBL standard blending shader, applying an "overlay" color texture map on top of fire particle texture, and set this overlay map with random moving animation via "scrolling animation", effectively result random fireworks color.
For explosion position randomization, this can be done by using RF2's object rotating animation, see official guide here: https://docs.studio-397.com/display/DG/Object+Rotation+Animation
Finally, the 3D fireworks implementation currently used in "Dundrod 1955" mod utilized all above techniques to create dynamic and random looking fireworks.
Example file:
To make life easier, I have prepared some ready-to-use 3D fireworks files in attachment, which can be directly added to RF2 track with minimum efforts. Feel free to use those files in various RF2 track mods as you like.
The full tutorial for 3D fireworks creation in RF2 continues in following posts.
Good luck!