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Zawar

Smoke trails, how to make them

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In my scientific simulation, I have an aircraft, and missiles targeting it. I wanted to add smoke trails to the missile. The D3D documentation says I should use Billboarding, but how. Kindly advise. Also, I don''t think the kind of smoke trails available for rockets in Quake 3 Arena are made using billboards, even though those in F22 Lightning seem to be. How do I make Quake 3 Arena Smoke trails? Thanks in advance, Zawar Qayyum.

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AFAIK Q3A also uses billboards (sprites) for smoketrails.
The algorithm is very simple. The rocket has a distance counter, each frame you increment the distance counter. If it surpasses a certain constant then you add a smoke sprite. The smoke sprite is a quad which uses the inverse of the view matrix to transform itself to camera space, aligned to face the camera.





David Hof
Destiny3D engine programmer
mail - icq - homepage

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Ok, but how do you fade out the smoke (it also expands as it fades out). Right now when I am writing this, I think I am on to something , but do you think you have anything to say to that?

Regards.

|IRR| -- The hungary Programmer - till yet.

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Fairly easy. First, set an initial size and alpha blending for each smoke trail particle. Then in each successive frame increase the size and decrease the alpha component of the color by a speicfied amount. That''s it. See. Easy.

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