Game Development Community

Multiple particles in one emitter without constant changing

by Oscar Velzi · in Torque 3D Professional · 01/05/2011 (9:12 pm) · 2 replies

I'm creating a fire particle and there is an option to place up to 4 particles, but instead of releasing them sequentially, it changes all the visible particles every few miliseconds. Is there a way of having more than one particle while keeping the fluidity of the animation? Thanks!

#1
01/05/2011 (9:52 pm)
I believe that is expected behavior, although I could have sworn it emitted a new particle at random based on the defined list in the emitter instead of changing them all.

I think that what you're wanting for sequential frames would be implemented by using an animation sheet? - whatever the correct term is - through control of the animTexTiling field(s).

Quote:
animTexTiling is used when one wants to create an animated particle by breaking up the particle texture into sub-tiles that are shown one at a time. animTexTiling specifies two values that are the dimensions of the tiles. For example, you can do a 16 frame particle animation by dividing the texture into a 4x4 grid of tiles. In that case animTexTiling would be set to "4 4". The ripple particle texture used in PlayerWakeParticle contains two tiles arranged horizontally, so it sets animTexTiling to "2 1". animTexTiling is ignored unless animateTexture=true.

Note that usage of animTexTiling was broken in beta2 when documented, but works in previous versions and was fixed for beta3.
#2
01/05/2011 (10:06 pm)
Basically I'm creating a fire particle, and I'm achieving the visual effect I want right now but making 4 separate emitters placed in the same position that are equal except for the texture file, so I was wondering if I could have all that in just one emitter.