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!!
About the author
#2
Thats how you control lifetime. Obviously replace # with any number.
(I saw your question on the showtool forum)
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
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
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 1.4You 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
I can never see to find the right search phrase to get any real results here.
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!!!
Torque Owner Matt Vitelli