Can't create dark-colored particles
by thud · in Torque Game Engine Advanced · 07/30/2007 (7:45 am) · 4 replies
Hey all, looking for some help with particle effects.
I'm trying to make some particles for a blunt object impact, e.g. blood spray/drops/mist. However, I can not seem to create particles that are dark in color, they always turn out bright in value, regardless of value setting.
For example, in trying to make a dark red, I'm using these values:
which is about the same as RGB 51 0 0.
The problem is, even though that is a near black value for red, it is showing up in game as a color similar to
here is a cropped in-game shot of a particle that has a texture with 100% opacity and RGBI of 0.2 0.0 0.0 1.0

here is a cropped in-game shot of a particle that has a texture with 100% opacity and RGBI of 1.0 0.0 0.0 1.0

There doesn't seem to be any difference, aside from the fact that the R of 1.0 is darker than the R of 0.2. o.O
Am I doing something totally wrong, or is the particle system not setup to handle particles with dark values?
Any help is appreciated!
*thud*
I'm trying to make some particles for a blunt object impact, e.g. blood spray/drops/mist. However, I can not seem to create particles that are dark in color, they always turn out bright in value, regardless of value setting.
For example, in trying to make a dark red, I'm using these values:
colors[0] = "0.2 0.0 0.0 1.0";
which is about the same as RGB 51 0 0.
The problem is, even though that is a near black value for red, it is showing up in game as a color similar to
colors[0] = "0.8 0.2 0.2 1.0"which is ~ RGB 208 58 58, a big difference.
here is a cropped in-game shot of a particle that has a texture with 100% opacity and RGBI of 0.2 0.0 0.0 1.0

here is a cropped in-game shot of a particle that has a texture with 100% opacity and RGBI of 1.0 0.0 0.0 1.0

There doesn't seem to be any difference, aside from the fact that the R of 1.0 is darker than the R of 0.2. o.O
Am I doing something totally wrong, or is the particle system not setup to handle particles with dark values?
Any help is appreciated!
*thud*
About the author
#2
07/30/2007 (8:19 am)
I'll take a look at the fps.starter to see if there is anything of help in there. Thanks for the lead.
#3
but when i switched it to
I was able to get the dark red.
All the help documentation I could find used this description in some form:
useInvAlpha - Invert alpha components in texture(s)
To me, that means switch black:white thus transparent:opaque
Very confusing to me, but I'm glad it works now, though a beet sheepish that it was such a simple fix.
*thud*
07/30/2007 (12:39 pm)
I fixed this problem. It had to do with me not understanding how inverse alpha worked. I had:useInvAlpha = false;
but when i switched it to
useInvAlpha = true;
I was able to get the dark red.
All the help documentation I could find used this description in some form:
useInvAlpha - Invert alpha components in texture(s)
To me, that means switch black:white thus transparent:opaque
Very confusing to me, but I'm glad it works now, though a beet sheepish that it was such a simple fix.
*thud*
#4
(0,0,0) should be black and (255, 255, 255) should be white, not some stupid gradient of either.
07/30/2007 (1:33 pm)
I have always found it odd that particle colours does not behave in the same way as other colours. Sky colours behave as you would expect, for example.(0,0,0) should be black and (255, 255, 255) should be white, not some stupid gradient of either.
Associate David Montgomery-Blake
David MontgomeryBlake