cool, I will put this in my `DANISH BOMB` which is my joke bomb from denmark, it will put smoke
Perhaps you could apply greedy meshing to counter this behavior?
Yes, maybe you could try greedy meshing!
Would be interesting to see how it performs
Holy smokes (Kill me)! This reminds me of Counter-Strike 2! (I typed this without reading beforehand.)
lil update:
I’ve made a module that keeps the voxels inside of it when they arent needed and retrieves them when needed, so performance should be a bit better
and you can find the changes in the uncopy locked place
You could try incorporating greedy meshing to lower the part count: https://youtu.be/L6P86i5O9iU?si=kqRpBrICas4mZMQu as suggested by @kalabgs & @SwitchedDreams
Or check this out alternatively: How to make a Greedy Mesher - #2 by fathawks
pretty cool resource, is there a way to adjust the size of the “voxels” to be smaller, so we can have smaller holes in the smoke.
Also I just theorized that a similar smoke system could be done with particle physics and raycasting which ill probably try later.
Yes, you just have to change the resolution setting when creating the smoke, you can look at the example script I already made
It seems like the game is broken
sorry about that, it seems that a script didnt fully commit before i published and closed studio
Do you mean CS2 csgo doesn’t have dynamic smoke
Could you rephrase that, since I don’t fully understand what you mean
CS:GO doesn’t have smokes that can fill the room or get holes in them. That’s CS2
Oh wow i’ve been looking for something like this for so long, thank you!
trying it right now, it’s pretty neat.
the only issue i’ve encountered are just the fact i can’t do multiple smokes, but that seems like a me problem of not being smart enough to script.
i managed to make a working smoke grenade tool out of it, here are the results.
this is honestly pretty cool
This reminds me of a YouTube video I watched recently, I’m going to assume it inspired you too? Honestly this is really cool! Nice work.
Cool stuff! I did something similar myself a while back.
Something I learned from the above demo was that it was, well, too simple. Maximum_ADHD forwarded me a video to help expand upon what I had, allowing the smoke to better respond to the environment.
I recommend taking a look at it:
Keep up the good work
Edit: I notice somebody else here recommended the video to you as well!
I’ve already watched that, well that was what initially got me to make this
I recommend watching, if anyone hasn’t watched it yet
Just figured out that you can make grenades with this very easily if you just modify a few parts, so in the function that checks if the voxel will collide with something you would check if whatever it will collide contains a humanoid
A lot of people have watched that youtube video (even I did watch that video)