Particles aren't being saved in my Project?
by SlowDaddie · in Torque X 2D · 09/08/2010 (4:51 am) · 10 replies
Whenever I make a new particle and save it, when I re-open the editor later, the particle isn't in the panel. So I have to drop in a new particle, load in the .eff, and re-do all the parameters again. But it doesn't matter, because it will never save the particle.
Does anyone know how I can fix this? Thanks, I'm scratchin my head and getting a bit frustrated.
Thanks.
Does anyone know how I can fix this? Thanks, I'm scratchin my head and getting a bit frustrated.
Thanks.
#2
09/08/2010 (6:17 pm)
I had a similar bug with scene objects. Every time I reloaded the scene the same items would always vanish. I finally changed the script names and that fixed my issue. I think problem is caused when you build in C# without saving first in TXB, then closing TXB. Once you open back up, TXB doesn't load the items, because they were not saved, but somehow the script name was saved, so whenever you add them again with the same script name, it will continue to remove them on every load (strange).
#3
10/04/2010 (2:14 am)
The problem is persisting. The whole particle system is not working for me. It won't save the particles, and I can't load any of the effects from the 2D FX package either.
#4
-I create a new particle effect by dragging it to the scene view of TGB.
-With the new effect selected I click on the Edit tab to configure it.
-I add an Emitter.
-Specify the imageMap I want to use.
-Configure the Emitter graph and the Effect graph until I'm satisfied.
-Click on Save Effect and name the .eff file.
-Create another new effect by dragging it to the scene view.
-Click Load Effect and choose the file I just saved.
-The effect remains in its unconfigured state.
(I could have also dragged the newly created effect from the Create view and seen nothing but a default particle effect)
If anyone can help on this, it's really getting annoying. (Using TGB v1.7.4)
10/12/2010 (3:13 am)
I'm having the same issue. Here's an example:-I create a new particle effect by dragging it to the scene view of TGB.
-With the new effect selected I click on the Edit tab to configure it.
-I add an Emitter.
-Specify the imageMap I want to use.
-Configure the Emitter graph and the Effect graph until I'm satisfied.
-Click on Save Effect and name the .eff file.
-Create another new effect by dragging it to the scene view.
-Click Load Effect and choose the file I just saved.
-The effect remains in its unconfigured state.
(I could have also dragged the newly created effect from the Create view and seen nothing but a default particle effect)
If anyone can help on this, it's really getting annoying. (Using TGB v1.7.4)
#5
10/13/2010 (6:52 pm)
Has anyone had any luck repairing this problem? I'm still waiting for Torque to let me know how to fix this. It appears to be effecting a lot of other people.
#6
I don't have a fix for it. I did not realize it was a problem and will have to talk to the TX team and QA lab to see if they have seen it or if it was part of their tests. I know that there were some issues early on in the development cycle (around XNA 1 or 2's release, so it was a long time ago) with particles since XNA did not recognize the particle format so it had to be revamped to an XML format. So any and all TGB particles will not work at all. This includes particle packs. They have the same file extension, however, though the files are extremely different.
Thanks,
Dave
basically.... they knew it was a problem, but decided to release the engine anyway.
10/14/2010 (10:00 pm)
Here's the response I got from David Montgomery-Blake:I don't have a fix for it. I did not realize it was a problem and will have to talk to the TX team and QA lab to see if they have seen it or if it was part of their tests. I know that there were some issues early on in the development cycle (around XNA 1 or 2's release, so it was a long time ago) with particles since XNA did not recognize the particle format so it had to be revamped to an XML format. So any and all TGB particles will not work at all. This includes particle packs. They have the same file extension, however, though the files are extremely different.
Thanks,
Dave
basically.... they knew it was a problem, but decided to release the engine anyway.
#7
10/15/2010 (2:48 pm)
I have had this problem but I can't remember how I fixed it. I think the new version (3.1.5) Fixed it. I remember that problem just went away after I updated.
#8
10/15/2010 (6:32 pm)
that's the version that I'm using.
#9
The particles never worked for Torque X 2D (ver 3.1.5). If anyone has this problem before and somehow fixed it, please let me know what I should do. GarageGames seems to be just as baffled as I am.
10/15/2010 (7:09 pm)
I installed Torque 2D and the effects worked just fine! But when I re-installed TorqueX 2D, the effects went bork again.The particles never worked for Torque X 2D (ver 3.1.5). If anyone has this problem before and somehow fixed it, please let me know what I should do. GarageGames seems to be just as baffled as I am.
#10
Try opening up the EFF files from a TGB effect or a EFF you've built in TX2D and you will see the difference.
I wasted 30 bucks too on the 2D FX pack hoping it would work with TX2D ><
10/15/2010 (7:46 pm)
Yeah, the TX2D particles are in XML format and the ones in the 2D effects pack are TGB format ONLY which is not XML, seems to be compiled bytecode or something.Try opening up the EFF files from a TGB effect or a EFF you've built in TX2D and you will see the difference.
I wasted 30 bucks too on the 2D FX pack hoping it would work with TX2D ><
Torque Owner Matthew Hoesterey
Make sure it has a unique name and see if that works.
Sorry don't know what would cause this :(.