Particle Emitter
by Simonas P · in Torque 3D Beginner · 05/24/2013 (9:31 am) · 10 replies
Hi I'm new on here, but I've been using Torque 3D in uni. We've been asked to make a game as an assessment.
So basically I have the Torque3D 1.2 version engine, I was messing around with it and quite liked the things that you could do with it level design wise.
Our lecturer gave us an Action Adventure Add on since we're making an AA game. I'm making a level and I noticed that all the particle emitters are gone within the engine, the only ones that are available is the dust cloud emitter and the teleporter emitter. I need the fire and smoke emitter.
From the looks of it all of the files for the fire and smoke and others are in the Particles folder, yet it wont work in the engine itself anymore.
I was wondering if someone can help me or guide me in the right direction on how to get it working or maybe creating the code for Torque to read even though I'm definitely not the pest programmer.
Thanks
So basically I have the Torque3D 1.2 version engine, I was messing around with it and quite liked the things that you could do with it level design wise.
Our lecturer gave us an Action Adventure Add on since we're making an AA game. I'm making a level and I noticed that all the particle emitters are gone within the engine, the only ones that are available is the dust cloud emitter and the teleporter emitter. I need the fire and smoke emitter.
From the looks of it all of the files for the fire and smoke and others are in the Particles folder, yet it wont work in the engine itself anymore.
I was wondering if someone can help me or guide me in the right direction on how to get it working or maybe creating the code for Torque to read even though I'm definitely not the pest programmer.
Thanks
#2
05/24/2013 (10:37 am)
Niiice! Thank you very much! :))
#3
I'm wondering if I may have placed the code in the wrong area?
C:\Torque\Torque 3D 1.2\My Projects\Vehemence\game\art\shapes\particles\managedParticleData.cs
Does this look about right by any chance?
Sorry to be a nuisance.
05/24/2013 (11:18 am)
Ahhh Crap... That seems to have crashed Torque. It wont load at all now, Just gets stuck on the 'Loading Datablocks' screen. I'm wondering if I may have placed the code in the wrong area?
C:\Torque\Torque 3D 1.2\My Projects\Vehemence\game\art\shapes\particles\managedParticleData.cs
Does this look about right by any chance?
Sorry to be a nuisance.
#4
05/24/2013 (1:39 pm)
your fine. You should place that in the directory with a new file that where its location would be equivalent in T3D 3.0, not managedParticleData.cs as I believe (not 100% sure) that is used for the particle editor, not actual code that you write.
#5
05/24/2013 (4:52 pm)
If the addon you're using is UbiqVisuals' 3d Action Adventure Kit, then you're using the Empty Template, which is (as the name suggests) devoid of almost anything that's in the Full Template. Those you'll have to merge across manually.
#6
" we're making an AA game"
what means AA?
05/24/2013 (6:35 pm)
show your code.then we can say where to put them." we're making an AA game"
what means AA?
#7
05/25/2013 (12:01 am)
Action Adventure is my guess.
#8
This is the 'ManagedParticleData.cs' in "C:\Torque\Torque 3D 1.2\My Projects\VehemenceUpdate\game\art\shapes\particles"
Torque
// Copyright GarageGames, LLC 2011
//-----------------------------------------------------------------------------
// This is the default save location for any Particle datablocks created in the
// Particle Editor (this script is executed from onServerCreated())
datablock ParticleData(TeleporterFlash : DefaultParticle)
{
dragCoefficient = "30";
inheritedVelFactor = "0";
constantAcceleration = "0";
lifetimeMS = "500";
spinRandomMin = "-90";
spinRandomMax = "90";
textureName = "art/shapes/particles/flare.png";
animTexName = "art/shapes/particles/flare.png";
colors[0] = "0.678431 0.686275 0.913726 0.207";
colors[1] = "0 0.543307 1 0.759";
colors[2] = "0.0472441 0.181102 0.92126 0.838";
colors[3] = "0.141732 0.0393701 0.944882 0";
sizes[0] = "0";
sizes[1] = "0";
sizes[2] = "4";
sizes[3] = "0.1";
times[1] = "0.166667";
times[2] = "0.666667";
lifetimeVarianceMS = "0";
gravityCoefficient = "-9";
};
And this is the 'managedParticleEmitterData' from the same location..
//-----------------------------------------------------------------------------
// Torque
// Copyright GarageGames, LLC 2011
//-----------------------------------------------------------------------------
// This is the default save location for any Particle Emitter datablocks created in the
// Particle Editor (this script is executed from onServerCreated())
datablock ParticleEmitterData(TeleportFlash_Emitter : DefaultEmitter)
{
ejectionVelocity = "0.1";
particles = "TeleporterFlash";
thetaMax = "180";
softnessDistance = "1";
ejectionOffset = "0.417";
};
05/26/2013 (9:58 am)
Action Adventure, and yeah I'll give you the code that has the particles in . As far as I know this is the right code and place but I'm not too sure as I'm not a very good with programming... But if you guys have any suggestions it would be greatly appreciated ;)This is the 'ManagedParticleData.cs' in "C:\Torque\Torque 3D 1.2\My Projects\VehemenceUpdate\game\art\shapes\particles"
Torque
// Copyright GarageGames, LLC 2011
//-----------------------------------------------------------------------------
// This is the default save location for any Particle datablocks created in the
// Particle Editor (this script is executed from onServerCreated())
datablock ParticleData(TeleporterFlash : DefaultParticle)
{
dragCoefficient = "30";
inheritedVelFactor = "0";
constantAcceleration = "0";
lifetimeMS = "500";
spinRandomMin = "-90";
spinRandomMax = "90";
textureName = "art/shapes/particles/flare.png";
animTexName = "art/shapes/particles/flare.png";
colors[0] = "0.678431 0.686275 0.913726 0.207";
colors[1] = "0 0.543307 1 0.759";
colors[2] = "0.0472441 0.181102 0.92126 0.838";
colors[3] = "0.141732 0.0393701 0.944882 0";
sizes[0] = "0";
sizes[1] = "0";
sizes[2] = "4";
sizes[3] = "0.1";
times[1] = "0.166667";
times[2] = "0.666667";
lifetimeVarianceMS = "0";
gravityCoefficient = "-9";
};
And this is the 'managedParticleEmitterData' from the same location..
//-----------------------------------------------------------------------------
// Torque
// Copyright GarageGames, LLC 2011
//-----------------------------------------------------------------------------
// This is the default save location for any Particle Emitter datablocks created in the
// Particle Editor (this script is executed from onServerCreated())
datablock ParticleEmitterData(TeleportFlash_Emitter : DefaultEmitter)
{
ejectionVelocity = "0.1";
particles = "TeleporterFlash";
thetaMax = "180";
softnessDistance = "1";
ejectionOffset = "0.417";
};
#9
I just cant seem to figure out why I have a dust particle emitter working in the engine, the teleporter emmiter and the default emitter but no others work even though all the png's are there for all the other emmiters.
05/26/2013 (10:02 am)
I copied the code that Jeff posted, but it just crashes the engine, so I just might be doing it wrong or in the wrong location. I just cant seem to figure out why I have a dust particle emitter working in the engine, the teleporter emmiter and the default emitter but no others work even though all the png's are there for all the other emmiters.
#10
I don't know all of the differences between torque3D 1.2 and MIT 3.0. However, check to make sure that your PNG files actually exist in the specified path in your datablock.
I have had crashes from missing PNG files, so that's where I'd start. Reply again if your still having trouble.
Hope this helps,
Jeff
05/30/2013 (7:34 pm)
Sorry, I havn't been watching this board for a couple of days.I don't know all of the differences between torque3D 1.2 and MIT 3.0. However, check to make sure that your PNG files actually exist in the specified path in your datablock.
I have had crashes from missing PNG files, so that's where I'd start. Reply again if your still having trouble.
Hope this helps,
Jeff
Torque 3D Owner JeffH
Link:
https://github.com/GarageGames/Torque3D/blob/master/Templates/Full/game/art/datablocks/particles.cs