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Particle System, Help!


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#1 CoLT

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Posted 10 August 2012 - 16:41

I'm trying to make some simple exhaust for my tank. I used the DozerSmokeLight and DozerSmokeHeavy and they work fine. However, when I use my code, it doesn't work. Even when I use the same settings. I want the smoke to blow up and to the outsides of the tank.

Here is my code:
;------------------------------------
; Custom Particles Start Here
;------------------------------------
ParticleSystem TankExhaustSmokeLight
  Priority = DUST_TRAIL
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXCloud01.tga
  AngleZ = 0.00 3.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.98 0.98
  Gravity = 0.00
  Lifetime = 40.00 50.00
  SystemLifetime = 0
  Size = 0.40 0.60
  StartSizeRate = 0.00 0.00
  SizeRate = 0.50 0.80
  SizeRateDamping = 0.90 0.95
  Alpha1 = 1.00 1.00 0
  Alpha2 = 0.00 0.00 50
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:134 G:121 B:100 0
  Color2 = R:175 G:166 B:160 10
  Color3 = R:133 G:122 B:111 50
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 2.00 5.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.20 Y:0.40 Z:0.10
  VelocityType = ORTHO
  VelOrthoX = -0.03 0.03
  VelOrthoY = 0.10 0.12
  VelOrthoZ = 0.05 0.15
  VolumeType = CYLINDER
  VolCylinderRadius = 0.00
  VolCylinderLength = 0.00
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
ParticleSystem TankExhaustSmokeHeavy
  Priority = DUST_TRAIL
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXCloud01.tga
  AngleZ = 0.00 3.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.98 0.98
  Gravity = 0.00
  Lifetime = 40.00 50.00
  SystemLifetime = 0
  Size = 0.60 0.70
  StartSizeRate = 0.00 0.00
  SizeRate = 0.50 0.80
  SizeRateDamping = 0.90 0.95
  Alpha1 = 0.35 0.50 0
  Alpha2 = 0.00 0.00 50
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:65 G:45 B:0 0
  Color2 = R:15 G:10 B:10 10
  Color3 = R:88 G:78 B:74 50
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 1.00 2.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.20 Y:0.40 Z:0.10
  VelocityType = ORTHO
  VelOrthoX = -0.07 0.07
  VelOrthoY = 0.17 0.25
  VelOrthoZ = 0.30 0.45
  VolumeType = CYLINDER
  VolCylinderRadius = 0.00
  VolCylinderLength = 0.00
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
ParticleSystem TankTurretCoolingSteam
  Priority = DUST_TRAIL
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXCloud01.tga
  AngleZ = 0.00 3.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.98 0.98
  Gravity = 0.00
  Lifetime = 40.00 50.00
  SystemLifetime = 0
  Size = 0.60 0.70
  StartSizeRate = 0.00 0.00
  SizeRate = 0.50 0.80
  SizeRateDamping = 0.90 0.95
  Alpha1 = 0.35 0.50 0
  Alpha2 = 0.00 0.00 50
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:255 G:255 B:255 0
  Color2 = R:200 G:200 B:200 10
  Color3 = R:180 G:180 B:180 50
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 1.00 2.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.20 Y:0.40 Z:0.10
  VelocityType = ORTHO
  VelOrthoX = -0.07 0.07
  VelOrthoY = -0.07 0.07
  VelOrthoZ = 0.30 0.45
  VolumeType = CYLINDER
  VolCylinderRadius = 0.00
  VolCylinderLength = 0.00
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End



EDIT: Additionally, I'm trying to get some of the particle systems to follow the bones that are linked to the turret but they seem to stay at the point where the begin emission and don't move after that. Is this not possible or am I doing it wrong?

Edited by CoLT, 10 August 2012 - 17:21.

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#2 Stalker

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Posted 10 August 2012 - 18:54

 CoLT, on 10 August 2012 - 16:41, said:

EDIT: Additionally, I'm trying to get some of the particle systems to follow the bones that are linked to the turret but they seem to stay at the point where the begin emission and don't move after that. Is this not possible or am I doing it wrong?


There is a "ParticlesAttachedToAnimatedBones = Yes" (or something like that) line that goes into the Tank's Draw Module.
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#3 CoLT

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Posted 11 August 2012 - 06:49

Yeah, I found that out just a couple hours ago. Thanks though. Any idea about my coding issues above tho?
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#4 Zeke

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Posted 11 August 2012 - 15:00

Probably a spelling mistake somewhere

#5 Stalker

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Posted 12 August 2012 - 20:06

I noticed that ParticleSystem names are case sensitive in some cases. Maybe that causes your problems
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#6 CoLT

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Posted 13 August 2012 - 13:10

I checked that. They seem to be fine. The issue I'm having is not that the particles are all not being displayed. The issue is that they don't appear to be moving correctly and/or disappearing way too fast. Unlike the original code that I have used. If possible, anyone can help test my code ingame and see if they have any issues?
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#7 Zeke

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Posted 14 August 2012 - 03:56

Maybe there's a particle with the same name already ingame. Try using a more unique name or delete the old one.

#8 CoLT

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Posted 14 August 2012 - 16:08

I'm not sure up til now what the actual problem is. Could be with some of the settings causing it to disappear too fast. Either way, I can create other particle effects and they seem to work in game so it's just this effect that has the problem. I think I'll just abandon this particular one and start again from scratch.
Posted Image



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