torch

Will this get Blender a good name http://www.air-internet.com/~awalker/show/torch.avi

Well, it depends. If it’s in a game, real time, etc. ,yeah. If it’s a render, no.

geeze you guys are picky, well, I’m thinking of using them in a game but I can’t figure out how to use alpha

Well any comment or suggestions ?

i cannot do fire so I dont know how to help you there, but it looks slow and strange :slight_smile:

what comes to alpha’s, render to PNG files, and let the game engine do the rest.

.b

I was asking about Blender realtime engine, how do I subtract the alpha map in uv mapper ?

I like the flame, but I am not sure what you are trying to accomplish alpha wise, or whether I would know how to do it.

Are you trying to have the fire gradually fade out? An Alpha IPO should do the trick, but I don’t have any experience with the game engine, so I’m not sure if that would work. :wink:

no.

Well, IMO the fire isn’t very good (well, I don’t know how to make good fire either).
Maybe you should take a look at these links:

http://www.geocities.com/blengine/fireplace1.html
http://members.lycos.co.uk/stblender/explosion.html

Keep working! :smiley:

The fire is too slow. Real fire flickers much quicker.

the blender manual shows a very nice fire tutorial.

No way. No way at all. If anything, it would give blender a bad name, because it would back-up people’s suspicions that it is not a good 3D program. It is a good program though, but People would go thinking that blender was bad if they saw that. In fact, how can you even ask that question?

Nice animation but the flame is moving kind of slow in my oppinion. If you are going for a more realistic fire then it should be flickering alot faster, I would think, but good work.

resumer:
The fire like this is not the better blender can do so no, it will not help the name…

to get a better result: speed up your fire a bit it the time ipo, give a bit of random to your particle, fade the alpha in the ipo too. Keep in mind the ipo for a particle system is working from 1 to 100, representing the lifetime of a particle(it’s in %, like 20 on ipo mean 20% of the lifetime of a particle.). And of course if this become too eavy on the game engine(particle is eavy after all. you can render the fire alone with RVBA set and then just play the video on a plane with alpha on.

This is the way i would do it, Unreal engine is doing the fire like that anyway

I try turning the alpha on, but I seem to be doing it wroung, where is the alpha map suppose to be loaded ?

Let’s see, first of all, you have to have the material set to halo, then you can adjust the transparency with the alpha slider. To set an ipo for the alpha, just set the slider where you want it at the beginning, and with your cursor in the materials window, press ‘I’ and choose ‘all mapping’, ( there are some other options, but ‘all mapping’ works for everything. ) then, go ahead a few frames, adjust the alpha slider to a different position, and press ‘I’ again. You can also keyframe the color and other material properties in this way.

Wait a minute, this is for the realtime engine tile animation right ???

I have no idea how the realtime engine works.

Ok, so can someone tell me how to make the partical flicker ???