Game Development Community

Mounting ParticleEmitters

by Norris Bonner · in Torque Game Engine · 02/16/2005 (9:26 pm) · 5 replies

Sorry guys,


Ive looked everywhere. Lets say I have a model with a cigar and I put a mount point on that cigar. How can i get a particle emitter to mount on to that point? Im lost.

Also is there somewhere that showes the color codes for the particles? All I see is { 1.0 2.0 .1 1.0} and I have no idea what the color codes for the numbers.


Thanks for any help.

#1
02/17/2005 (11:44 pm)
Unfortunately in default TGE 1.3 it's not possible. you will have to modify the code to let you attach particle emitters (or particle emitter nodes) to a shapes node. Hopefully this will be one of the features that will migrate into the main engine, since pretty much everyone wants to do this :)


there's lots of talk about this all over the forum, if you can find it. you might try searching for some different terms if you didn't find it. I'm sure there must be a resource on this by now.

the code to get it working is really pretty simple, it can get a little more complex if you want to do it in a general way though so that you can link any scene object to a node.
#2
02/18/2005 (8:34 pm)
Oh ok... ive been looking everywhere. Im starting to think that no one has implemented this yet. Answer this, if I do a model in 3dmax with particles. Is it possible to export those partice animations when I export the model into a dts?
#3
02/18/2005 (9:11 pm)
Norris check the Particle Editor to get you started in the right direction working with the particles in real-time to better understand how to modify/create them. It's in older resource that may have been updated since last time I saw it but it will at least shed some light on the various parameters.

You will not be able to export any sort of particle information at the .DTS level, as far as I know, from 3DSmax or similiar software, these particle systems are vastly different than the ones in most game engines. For that reason there is no particle file format to export to. The particles are going to have to be scripted, manually or with the editor. You can however export nodes, in which to attach the particle emitter, which you would be able to control in the engine by scripts. This node would also have to be exported at the .dsq level if it is attached to an animated model.

I have seen this work on several occasions.

edited: grammar and hyperlinks
#4
02/18/2005 (9:25 pm)
Jordan,

Thats be problem im running into. I know how to use the particeemitter (made a waterfall) but I just cant get the particleemitternode mounted to the model. I have the mount points already set on the models.... but im not finding a resourse where i can mount the particles. You have seen it work, can you point me in the right direction?
#5
02/20/2005 (2:28 pm)
Hey Norris, I worked as an artist on the last project in which I saw the desired effect you're looking for, by mounting an fxlight to an animated .dts node. I worked solely on the .dts side of things so the part where its scripted in to achieve the effect in engine is beyond me and was done by fxMelv, who I don't think you can pry away from T2D anytime soon to interrogate. In addition the features of that class differ from the particles in the engine, at least AFAIK, so you would have to implement something different anyways.

But I've seen alot posted in the daily snapshots and whatnot that have these features on vehicles and other models in a variety of games. Hell look at the crossbow projectile, it's got an emitter attached to it. You're gonna have to corner one of the technical people for this one, and i'm surprised none of them have spoke up with this being in the SDK engine section, however that may be cause this is a scripting circumstance. it's in the engine somewhere.

In the meantime you may find the TorqueScript reference documentation helpfile useful with pinning down exactly where this might get implemented at the scripting level by running through those classes and their functions.

sorry thats all i got.