Modify Emitter file (.emm) in TGB
by Hugo Munoz · in iTorque 2D · 07/16/2011 (7:29 pm) · 2 replies
hey Guys, I have a created some particle effects some time ago, each effect is formed by a variety of emitters, and programmatically Im attaching a special emitter depending on the object my player is colliding with. here is an example:
// Add Collision Emitter.
%emitter = "game/data/particles/SwordEmitter" @ %materialType @ ".emm";
if (isFile(%emitter))
{
%emitterObject = %SwordEffect.addEmitter(); .......
The purpose of this is when my player hits an enemy, some blood will appear, when he hits the enemy shield some sparkles and so on.
Well, my problem is that I dont have a way to edit the Special Emitter because is not bound to the particle effect anymore, and its on binary format. Is there any way to re-attach or load an emitter file (.emm) to an existing particle effect so I can modify it ?
Thanks in advance.
// Add Collision Emitter.
%emitter = "game/data/particles/SwordEmitter" @ %materialType @ ".emm";
if (isFile(%emitter))
{
%emitterObject = %SwordEffect.addEmitter(); .......
The purpose of this is when my player hits an enemy, some blood will appear, when he hits the enemy shield some sparkles and so on.
Well, my problem is that I dont have a way to edit the Special Emitter because is not bound to the particle effect anymore, and its on binary format. Is there any way to re-attach or load an emitter file (.emm) to an existing particle effect so I can modify it ?
Thanks in advance.
About the author
#2
Maybe in the future will be good to use XML or plain text to store particles config data (.eff and .emm)
07/18/2011 (8:58 pm)
I see, I thought the same, I accidentally removed the emitter from the particle effect in TGB, and there is no way to add an existing emitter to a particle effect in the editor, in consequence is imposible to edit it's parameters.Maybe in the future will be good to use XML or plain text to store particles config data (.eff and .emm)
Employee Michael Perry
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