Game Development Community

Size X Scale' Larger than 100 - How?

by Dave Calabrese · in Torque Game Builder · 02/09/2007 (2:16 pm) · 9 replies

Under the 'Edit Effect Graph' menu, I'm unable to type in a value for the Size X Scale larger than 100. If I could do about 125, it looks like that would be the size I need. Unfortunately, this caps at 100. Can anyone tell me why it caps at 100, and how I can force it to go over that?

#1
02/10/2007 (7:27 am)
I don't think you want that to do. Reason is that particles that overdraw are much more consuming on the graphic card and with an emitter that spawns that large particles, you would overdraw hundreds of pixel for each particle spawned on each render call.
#2
02/10/2007 (9:31 am)
Ah.. okay, that makes sense. But, let's pretend I have a very very powerful dedicated machine that this would be running on, and there is only one emitter that would be doing this. If I wanted to at least try it, how would I force the editor to allow it?
#3
02/10/2007 (10:08 am)
The editor can't be forced, but you could edit the saved particle effect file manually. But I don't know if the engine will accept such a value at all.
#4
03/04/2007 (11:17 pm)
There is limit bounds of any particle values in the engine. You should change a source code to do this.
The editor is limited by the engine, so you can.
But still it is not such a good idea
#5
07/09/2007 (6:51 pm)
I know this is an old thread but if you type in a higher # for the max (I did 500), the graph scales to that # being max & you can adjust the points.

When you exit the graph & re-enter, it's at 100, but the particles still use the 100+ values.

i didn't save, exit TGB & re-enter, but it worked while still in the engine/editor.
#6
07/10/2007 (1:06 pm)
Yeah Stephen, I've done that with Particle Life and it has stayed through many runnings of TGB, though I've never tried this with any Size graphs.
#7
07/10/2007 (10:03 pm)
I just messed with it today more. It re-sets to the defaults every time you enter the graph window. So I set the max to "3" to get a good detail graph. Then, later, it was reset back to "10".

Only bad part is there's no # feedback so if a point is off the graph & not showing up & you don't remember where it is, you need to search it out.

but that's a very minor gripe imho.
#8
07/12/2007 (9:23 am)
A valid gripe... there are a few things that I know I've wanted to add into the particle editor (back into in some cases compared to earlier internal revisions I did)... such as editing multiple graphs at the same time... increasing the size of the graph editor (I originally designed it to be much larger which makes it easier to navigate), grid marks, etc...

Maybe eventually I'll get a chance to make some of these improvements, in some cases again :)
#9
07/12/2007 (8:13 pm)
I'd say the ability to manually type in a # instead of always using the graph would be the most helpful. I got so used to the Doom 3 particle editor that doesn't use graphs I made them on my calculator & typed things in manually. :) I love the graphs though!