Game Development Community

Can't Save New Emitters or Particles in Beta 5

by Ryan Neighbour · in Torque 3D Professional · 08/11/2009 (9:59 pm) · 11 replies

I can't seem to use the particle editor in B5. I can't create new emitters. When I try, I get newemitter_0 but I can't save the changes I've made, B5 tends to crash on me when I'm using the particle editor too.

[edited title to make it more descriptive]

About the author

Just started an M.Sc. in Electrical and Computer Engineering during which I'll be investigating the use of Agent Based Models in the field of Epidemiology. Aside from that, trying to get my first indie project off the ground and having a blast doing it.


#1
08/12/2009 (12:43 am)
The B5 particle editor is on (F8) and it only can be activated if the world editor is open (f11).
In fact, there is a button for it in the world editor toolbar system..
#2
08/12/2009 (9:45 am)
That's how I got to it. I can't seem to get anything on the emitter tab to work.
#3
08/12/2009 (10:42 am)
Here's what I'm doing exactly.

1) load my mission
2) hit f8 (editor appears along with a spiffy new emitter right in front of the camera)
3) I click the new button and newEmitter_0 is created

After that nothing seems to work. I can make changes that but they aren't visible, but I can't seem to save anything. If I save it, then go to another emitter then go back my changes are gone. Same thing happens on the particle tab.

Is there something I'm missing or doing wrong?
#4
08/12/2009 (1:45 pm)
@Ryan

I'll definitely look into this when I get back on to Particle Editor improvements. So to just gather some more information; if you click on create new particle emitter, then click on the save button, does a "managedParticles" file appear in your art directory... it should be "art/managedParticles.cs".

Also, the managedParticles.cs file is not auto exec'd in the engine on startup. I was going to put this in there at the last moment; but it actually something that I chose to put some more time in to make it right. In your project however, this is really easy to do. Just exec the "art/managedParticles.cs" file during project loadup and the particles declared in the file should exist.
#5
08/14/2009 (2:59 pm)
@Steve:

Sorry for taking so long, been really busy. If I open the particle editor from the world editor, then click on the new button (just to make sure: that's the little page button next to the save button on the top right of the tab right?) the file doesn't appear.

If you need any other info (or have a work around?) I'll be less busy this weekend.
#6
08/26/2009 (2:59 am)
On a whim I decided to open my project without using the toolbox. If I run it as administrator (using Vista) I can save emitters.

Edit:

Scratch that. Only works in FPS Starter kit.
#7
08/26/2009 (7:11 pm)
Logged as THREED-711
#8
08/28/2009 (3:33 pm)
@Ryan: Do you have UAC enabled?
#9
08/28/2009 (3:58 pm)
@Matthew: Yeah I did. Just tried turning it off and got the same result.
#10
06/10/2010 (1:46 pm)
Confirmed as fixed for 1.1 Beta2.
#11
06/10/2010 (3:16 pm)
Sweeeeeeet. Awesome, thanks guys!