a nice cavern filled with lava

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AndakRainor
Posts: 650
Joined: Thu Nov 20, 2014 5:18 pm

Re: a nice cavern filled with lava

Post by AndakRainor » Tue Aug 04, 2015 10:24 pm

I tried that:

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defineObject{
  name = "eruption",
  components = {
    {
      class = "Light",
      offset = vec(0, -0.5, 0),
      range = 10,
      color = vec(2.8, 1.2, 0.7),
      brightness = 1,
      fadeOut = 6,
      castShadow = false,
      destroyObject = true,
    },
    {
      class = "Particle",
      particleSystem = "eruption",
    },
    {
      class = "Projectile",
      spawnOffsetY = 0,
      velocity = 1,
      radius = 0.1,
      gravity = 4,
      fallingVelocity = 4,
      destroyOnImpact = false,
      onProjectileHit = function(self, what, entity)
        self.go.particle:stop()
      end,
      onInit = function(self)
        self.go:setSubtileOffset(math.random()-0.5, math.random()-0.5)
        self:setFallingVelocity(math.random()*2+3)
        self:setVelocity(math.random()*2)
      end,
    },
    --{
      --class = "Sound",
      --sound = "fire_pit",
      --volume = 0.5,
    --},
  },
  placement = "floor",
  editorIcon = 88,
}

defineParticleSystem{
  name = "eruption",
  emitters = {
    -- star
    {
      --spawnBurst = true,
      emissionRate = 200,
      emissionTime = 3,
      maxParticles = 700,
      boxMin = {0,0,0},
      boxMax = {0,0,0},
      sprayAngle = {0,0},
      velocity = {0,0},
      objectSpace = false,
      texture = "assets/textures/particles/candle_glow.tga",
      lifetime = {1,1},
      color0 = {4, 0.4, 0.2},
      opacity = 1,
      fadeIn = 0,
      fadeOut = 1,
      size = {0.05, 0.1},
      gravity = {0,0,0},
      airResistance = 0.1,
      rotationSpeed = 5,
      blendMode = "Additive",
    },
  }
}
then add this in onActivate function of the timer component of the lava_effects object:

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for f = 0,3 do spawn("eruption", self.go.level, self.go.x, self.go.y, f, self.go.elevation) end
What do you think ? Is there a way to make those projectiles move with random starting angles instead of tiles orientation ?

bongobeat
Posts: 881
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: a nice cavern filled with lava

Post by bongobeat » Fri Aug 07, 2015 5:16 pm

This is nice! Great work!

Well I have no idea on how to do that, but this looks enough for me. No need to customize it more.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505

bongobeat
Posts: 881
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: a nice cavern filled with lava

Post by bongobeat » Fri Aug 07, 2015 5:29 pm

Here is a couple of screenshot for outside test:

can't be used with a forest_day_sky, too much light, or with the ambiant field desactivated.

by day:
SpoilerShow
Image
by night:
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Image
with the swamp sky:
fog particle desactivated:

day:
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Image
night:
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Image
with a custom sky, ambiant desactivated:

day:
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Image
night:
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Image
while the test, the amplitude gets higher, I don't know why. After reloading the editor this "issue" disappeared.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505

User avatar
AndakRainor
Posts: 650
Joined: Thu Nov 20, 2014 5:18 pm

Re: a nice cavern filled with lava

Post by AndakRainor » Fri Aug 07, 2015 6:09 pm

My fault for the waves getting higher with time :P In my last code on the previous page I used a material with the default shader for flat lava. I did not get something that works with the ocean shader or the fire wall one. The issue with the ocean shader is that the waves are slowly reduced until they disappear. I tried to compensate by increasing the wave amplitude parameter over time but as you see, it's too much :lol:

For the daylight environments, maybe the diffuse map is too bright yellow... I mainly tested it for underground scenes. I think it could work better if we replace it with something more similar to the emissive map; a simple mix of the 2 could be the solution...

User avatar
AndakRainor
Posts: 650
Joined: Thu Nov 20, 2014 5:18 pm

Re: a nice cavern filled with lava

Post by AndakRainor » Sat Aug 08, 2015 1:01 pm

I uploaded a new version of lava_dif.dds based on the emissive map. http://ge.tt/9HPTdWE2

bongobeat
Posts: 881
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: a nice cavern filled with lava

Post by bongobeat » Sun Aug 16, 2015 10:22 am

thank you, did you optimize it for an outside environment?

it looks better with the forest day sky but again too bright.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505

User avatar
AndakRainor
Posts: 650
Joined: Thu Nov 20, 2014 5:18 pm

Re: a nice cavern filled with lava

Post by AndakRainor » Mon Aug 17, 2015 3:08 pm

I did not try it with the forest sky, but this diffusion map is very similar to the emissive map, just a bit brighter. So if you update the file and reload the dungeon completely, I don't see how it could still be too bright with this sky. I will try it tonight to see how it renders...

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Duncan1246
Posts: 375
Joined: Mon Jan 19, 2015 7:42 pm

Re: a nice cavern filled with lava

Post by Duncan1246 » Tue Aug 18, 2015 1:33 am

AndakRainor wrote:
Now you have a definition for water tiles and another for a stand alone ocean like object. When I tried to put water and lava on the same map I realized it was not possible without using an ocean object; two WaterSurfaceMesh can't be used in a map or be swaped dynamically. So you will have to choose, only lava and no water on a level, or else use "lava_surface" object as you use the ocean one.

In both case you should put "lava_effects" objects on each lava tile at elevation 0. You will see that those objects spawn "under_lava_effects" under them down to the floor.

Don't forget the texture in the previous post. Type "lava" in the editor filter to see all objects. Now with explosions (Bubbles were really not convincing) ! Let me know what you think of it !
Hi Andak,
I have used your lava defs in my mod, and it works well, thanks for your very good job!
But I am not sure to understand what you have said above: water AND lava on the same level are they truly compatibles? I tried, and water look like lava without flames... What is the trick to have normal water color?
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?

User avatar
AndakRainor
Posts: 650
Joined: Thu Nov 20, 2014 5:18 pm

Re: a nice cavern filled with lava

Post by AndakRainor » Tue Aug 18, 2015 11:34 am

Hi!
You have two ways to put lava in a map :
- The "lava_surface" object is similar to the ocean object, so you place it anywhere and you get a giant surface totally independent from water tiles.
- The "lava_surface_tiles" is used as you use the water surface tiles object, you place it anywhere in a map and it alters all your water tiles.

So if you want both lava and water in a map, you should not use "lava_surface_tiles" but instead place manually your "lava_surface" object where it will not overlap your normal water. Is it more clear that way? :)

User avatar
Duncan1246
Posts: 375
Joined: Mon Jan 19, 2015 7:42 pm

Re: a nice cavern filled with lava

Post by Duncan1246 » Fri Aug 21, 2015 7:18 pm

AndakRainor wrote:Hi!
You have two ways to put lava in a map :
- The "lava_surface" object is similar to the ocean object, so you place it anywhere and you get a giant surface totally independent from water tiles.
- The "lava_surface_tiles" is used as you use the water surface tiles object, you place it anywhere in a map and it alters all your water tiles.

So if you want both lava and water in a map, you should not use "lava_surface_tiles" but instead place manually your "lava_surface" object where it will not overlap your normal water. Is it more clear that way? :)
I believed that ocean tiles were necessary, I understand now, thanks!
Another question: I thinks about using lava in a map with elevation -5 instead of fire_emitters_tiles. This map have no water at all. Do you think this can works (like water_surface_custom) :
SpoilerShow

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 defineObject{
      name = "lava_surface_tiles",
      baseObject = "base_floor_decoration",
      components = {
        {
          -- updates global reflection and refraction maps
          class = "WaterSurface",
          planeY = -15.4,
          fogColor = math.saturation(vec(0.26, 0.09, 0.042), 0.5) * 0.5,
          fogDensity = 0.4,
          reflectionColor = vec(1.5, 0.9, 0.27) * 0.9,
          refractionColor = vec(1.5,1.0,0.5),
        },
        {
          -- builds a continuous mesh from underwater tiles
          class = "WaterSurfaceMesh",
          material = "lava_surface_tiles",
          underwaterMaterial = "lava_surface_tiles",
          offset = vec(0, -15.4, 0),
        },
      },
      dontAdjustHeight = false,
      editorIcon = 264,
    }
I havn't tried this yet, because it seems too simple ...
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?

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