Game Development Community

Im a 14 year old game develpor and need....

by Richard Teal · in Torque Game Engine · 05/14/2006 (2:45 pm) · 6 replies

Hey guys thanx for reading this!! can any1 help my with a particle waterfall??? im using the rw chimneyfire.cs and trying to mod it for me...any comment will help!!

#1
05/14/2006 (3:14 pm)
Richard, kindly fix your spelling mistakes and Im sure people will be more willing to help you. In terms of your question, Tim Aste's 2nd content pack demonstrates particle waterfalls very well.
#2
05/14/2006 (3:19 pm)
"lifetimeMS = #;"

Thats how you control lifetime. Obviously replace # with any number.

(I saw your question on the showtool forum)
#3
05/14/2006 (3:28 pm)
I don't think you should have to buy a contet pack just for a waterfall. Honestly, I think using scrolling UVs on a mesh combined with a few particles as support effects looks better and is more performance efficient. It depends a lot on where and what kind of a waterfall you're looking for though. I have my old setup somewhere which looks decent, and I'm not any kind of artist.
#4
05/14/2006 (4:24 pm)
Add this to "particle.cs" then place the emitters in your game thru the mission editor.

///===========WATERFALL PARTICLE SYSETM===========

datablock ParticleData(WFallAParticle)
{
textureName = "~/data/particles/splash";
dragCoeffiecient = 0.0;
gravityCoefficient = 0.5;
windCoefficent = 1.0;
inheritedVelFactor = 2.00;
lifetimeMS = 15000;
lifetimeVarianceMS = 2500;
useInvAlpha = false;
spinRandomMin = -30.0;
spinRandomMax = 30.0;

colors[0] = "0.6 0.6 0.6 0.1";
colors[1] = "0.6 0.6 0.6 0.1";
colors[2] = "0.6 0.6 0.6 0.0";

sizes[0] = 5;
sizes[1] = 10;
sizes[2] = 15;

times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};

datablock ParticleEmitterData(WFallAEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 5;

ejectionVelocity = 0.55;
velocityVariance = 0.30;

thetaMin = 0.0;
thetaMax = 90.0;

particles = WFallAParticle;
};

datablock ParticleEmitterNodeData(WFall1ParticleEmitterNode)
{
timeMultiple = 1;
};


//-----------------------------------------------------------------------------

datablock ParticleData(WFallBParticle)
{
textureName = "~/data/particles/splash";
dragCoeffiecient = 0.0;
gravityCoefficient = -0.1; // rises slowly
inheritedVelFactor = 2.00;
lifetimeMS = 3000;
lifetimeVarianceMS = 500;
useInvAlpha = false;
spinRandomMin = -30.0;
spinRandomMax = 30.0;

colors[0] = "0.4 0.4 0.7 0.1";
colors[1] = "0.5 0.6 0.8 0.1";
colors[2] = "0.6 0.6 0.9 0.0";

sizes[0] = 10;
sizes[1] = 15;
sizes[2] = 20;

times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};

datablock ParticleData(WFallCParticle)
{
textureName = "~/data/particles/splash";
dragCoeffiecient = 0.0;
gravityCoefficient = -0.1; // rises slowly
inheritedVelFactor = 2.00;
lifetimeMS = 3000;
lifetimeVarianceMS = 300;
useInvAlpha = false;
spinRandomMin = -30.0;
spinRandomMax = 30.0;

colors[0] = "0.4 0.4 0.5 0.1";
colors[1] = "0.5 0.5 0.6 0.1";
colors[2] = "0.0 0.0 0.7 0.0";

sizes[0] = 5;
sizes[1] = 5;
sizes[2] = 5;

times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};

datablock ParticleEmitterData(WFallBParticleEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 5;

ejectionVelocity = 0.25;
velocityVariance = 0.10;

thetaMin = 0.0;
thetaMax = 90.0;

particles = "WFallBParticle" TAB "WFallCParticle";
};

datablock ParticleEmitterNodeData(WFall2ParticleEmitterNode)
{
timeMultiple = 1;
};
It works in 1.3 I haven't tried it in 1.4
You basically have 2 emitters. One is the watterfall itself, and the other is the base that produces a fog at the bottom.
You can see it in action here:
www.3dcentral.net/downloads/torque/pics/mySplash.jpg
#5
05/14/2006 (4:26 pm)
@Wedge how does one go about doing some scrolling UVs?

I can never see to find the right search phrase to get any real results here.
#6
06/08/2006 (8:02 pm)
Wow thanks guys this is really helpfull!!!