Here are a couple of screenies showing a new treatment I'm trying for aircraft fires. Previously, my .mat files had this typical entry (as do virtually all fire effect .mat files since year zero):
tfBlendAdd 1
What this does is brighten the particles by adding to them the brightness of any superimposed texture, whether in front (if having some transparency so as to be seen through) or behind. This includes scenery, other effect particles, objects, etc. The problem here is that when two or more of an effect's particles overlap, the brightness adds pretty considerably. And when even more are superimposed, the brightness tends toward a washed out 'flat' aspect lacking detail.
In-game fires generally have the particles initially crowded more closely together, before they have a chance to separate via acceleration (such as when VerticalAccel is in operation, or the particle emitter is in motion and GasResist is not set to 1.0). The result for plane fires is the particles at and near the emitting source being crowded together, and hence overlapping, leading to a washed out, overly bright yellow with little if any detail seen over much of the particle.
By setting
tfBlendAdd 0,
there is none of this additive brightening, and so the particles preserve a normal brightness and present full detail. This is a valid approach for fire because fire has a not large optical depth, meaning it has a fair degree of opacity. If you line up exactly a number of fires, only the nearest one is seen; those beyond are essentially invisible due to the opacity inherent to the flame.
Both these images illustrate the new approach, for both the aircraft fires from wing/engine AND the separated fuel leak fireball a bit in the background for the second capture. They also show the new textures I've created for the aircraft fires, they having much more detail than in the current effects pack.
[Click the pics to see full size, 1280 pixels wide.]