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Controlling air currents and floating particles


RolazLaguna

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First sorry for the lack of precision, but I do not know how to face this:

Is there a way to produce an air current such that floating particles react to it? Example: a ventilator gets activated and starts extracting the fog, or a poisonous gas,  inside a room.

I know how to set a current in water (there is even a marker apart from the settings of the water planes), but it is obvious that water is an object in contrast to air, which from my understanding is not.

I could not find anything about this yet.

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In fact, this is something I just looked into a couple weeks ago.  I doubt it's possible to create a default air currant that all particle systems will react to, but you can adjust gravity and wind direction for individual emitters using Nifskope.  I didn't spend a lot of time working on it and once I got the results I was looking for, haven't looked into it again.

If I understand the example you gave correctly, I think that's doable with Nifskope. What you're looking for is particles flowing in one direction, changing direction once the ventilator is turned on, correct? I've never created a particle system from scratch, so I'm not sure if an individual emitter can be animated to change direction. However, something like than can be faked with Nifscope using two copies of the same particle system and visibility controllers.

Like I said, I didn't spend much time with this once I was able to make the changes I wanted, but the idea is intriguing and makes me want to dig a little deeper into particle systems to see what else can be done.

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3 hours ago, ChuckYufarley said:

In fact, this is something I just looked into a couple weeks ago.  I doubt it's possible to create a default air currant that all particle systems will react to, but you can adjust gravity and wind direction for individual emitters using Nifskope.  I didn't spend a lot of time working on it and once I got the results I was looking for, haven't looked into it again.

If I understand the example you gave correctly, I think that's doable with Nifskope. What you're looking for is particles flowing in one direction, changing direction once the ventilator is turned on, correct? I've never created a particle system from scratch, so I'm not sure if an individual emitter can be animated to change direction. However, something like than can be faked with Nifscope using two copies of the same particle system and visibility controllers.

Like I said, I didn't spend much time with this once I was able to make the changes I wanted, but the idea is intriguing and makes me want to dig a little deeper into particle systems to see what else can be done.

try creating a superspray the usual way in 3ds. Superspray does not work as part of animated nif. More precisely, it works, but incorrectly. In the form of planes, as if the particles were enlarged to the size of large planes. To work properly it must be a static nif with no sequences. It can be called as animObject, or as AddOnNode. Works with bsEffectFx material. I haven't checked the rest. Material settings can be taken from vanilla nif. I tested it a long time ago, I don’t remember all the nuances. Maybe I'll check it myself one of these days. But I can definitely say that the superspray works without problems.

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4 hours ago, ChuckYufarley said:

If I understand the example you gave correctly, I think that's doable with Nifskope. What you're looking for is particles flowing in one direction, changing direction once the ventilator is turned on, correct? I've never created a particle system from scratch, so I'm not sure if an individual emitter can be animated to change direction. However, something like than can be faked with Nifscope using two copies of the same particle system and visibility controllers.

Yes, this is the idea. My mastery of Nifskope is poor and never handled this kind of objects so far. The closer in game I can recall is HalluciGen, I will check how things go in there.

I am eager to see what you can accomplish, and even more to learn how.

3ds I do not have.

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You can EnableDisable "Mist" depending on the situtation. There is fixed and rotating mist available as a moveable object in the game files which you can place and set to Enable or Disable by default.

You can EnableDisable a LightingTemplate in addition or instead to control "Fog" based on you preference.

You can use a Global to control a LightingTemplate.

You could also add an Activator which triggers a Spell, Enchanment and else which in turn casts a Image Space and or Image Space Adapater to the Player Character which in turn mimics "mist" or blur".

 

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