• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

Adding fire?

Status
Not open for further replies.
Level 13
Joined
Jun 3, 2004
Messages
235
Is there a way to add something such as, oh say, fire, to a model, not through attachments on ME but onto the model itself. I'm thinking, well, the model i have engulfed in a large moving flame. I do have Oinkerwinkle's particle emitter, but i haven't quite figured out how to resize the particles to be large enough. I though about geomerging the medium flame pillar model (enlarged) but it doesn't animate because it loses animations once geomerged. SOoooooooo is there a way i can do this? Either through geomerge (which i doubt) or figuring out this durned particle emitter. Thanks again, you all have been very helpful in the past, especially Mecheon :)
 
Taking a quick look into the "FirePillarMedium" model, here's what I have

Code:
}
ParticleEmitter2 "BlizParticle04" {
	ObjectId 2,
	SortPrimsFarZ,
	Unshaded,
	Unfogged,
	static Speed 100,
	static Variation 0.05,
	static Latitude 4,
	static Gravity 0,
	Visibility 2 {
		DontInterp,
		3900: 0,
		6667: 0,
	}
	LifeSpan 1.8,
	static EmissionRate 3,
	static Width 40,
	static Length 40,
	Blend,
	Rows 8,
	Columns 8,
	Head,
	TailLength 1,
	Time 0.5,
	SegmentColor {
		Color { 0.294118, 0.294118, 0.294118 },
		Color { 0.294118, 0.294118, 0.294118 },
		Color { 0.172549, 0.172549, 0.172549 },
	},
	Alpha {57, 177, 0},
	ParticleScaling {20, 35, 50},
	LifeSpanUVAnim {0, 32, 1},
	DecayUVAnim {33, 63, 1},
	TailUVAnim {0, 0, 1},
	TailDecayUVAnim {0, 0, 1},
	TextureID 0,
}

What you need to do I think is to modify the variation value by a large ammount. Also change the EmissionRate, Lifespan and Gravity values to help
 
Status
Not open for further replies.
Back
Top