Game Development Community

Particles have to be mounted?

by Alpha-Kand · in Torque Game Builder · 09/23/2012 (10:35 am) · 3 replies

Simple question really. Why do particle effects have to be mounted? I can only get them to work if they are mounted to an object. Why have all of the collision fields and movement fields and stuff for it if it would be easier to use the object it's mounted too to manipulate.

About the author

I have always loved video games and computer games so decided to try making my own. Spent a little more than a year on a program simply named Game Maker which really got me interested. Finally decided to get "professional" by getting Torque 2D.


#1
09/23/2012 (11:06 am)
I'm likely one of the least knowledgeable, compared to the community experts, but in Lightwave 3D, I haven't found a way to make a particle emitter without attaching it to at least a Null object. Later the Null object containing the animation for the particle effect, can be mounted or placed into the scene.

The Null object that contains the animation for the particle effects, I don't think it needs a collision mesh, but you would find the gimble handy for manipulating the Null object to direct your particles if the Null object was something like a water fountain.

If the Null object that contains your particle effects was attached to another object such as a Player character, then you wouldn't need the gimble for directing the particles, but you'd influence the Null Object and it's particle effects by mounting the object to the player.. such as a mounting node for a water pistol.

Lastly, If your particle effects are going to be a part of the Player character.. say something like the steam from breathing in the arctic, then that is still attached to the player object and is likely going to be part of the animation that's done before the player object is put into the game.

I hope that other members that are far more versed will answer your question, and perhaps even correct my own answer. We would both benefit.

#2
09/23/2012 (11:19 am)
I can see how that makes sense.

My particular issue came up when I wanted a glitter affect to reveal "Hey! You can now click this button!". It is only supposed to glitter for a second then disappear. Not exactly something you want to mount but I did mount it to an object that only had a position but torque was happy.
#3
09/24/2012 (7:59 am)
I'm unaware that particles would have to be mounted. I created a particle resource for TGB that might be helpful.

You can find it here.