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how to make weapon trail effect

by gdyxml2000 · in Torque 3D Beginner · 06/29/2014 (2:48 am) · 5 replies

how to make weapon trail effect like this:

click


this is my cs code :



datablock ParticleData(doomSwordEff1_p)
{
textureName = "art/particles/fireball.png";
lifetimeMS = "300";
lifetimeVarianceMS = "299";
spinSpeed = "1";
spinRandomMin = "-400";
spinRandomMax = "0";
animTexName = "art/particles/fireball.png";
colors[0] = "1 0.897638 0.795276 0.2";
colors[1] = "1 0.496063 0 0.6";
colors[2] = "0.0944882 0.0944882 0.0944882 0";
sizes[0] = "0.997986";
sizes[1] = "1.99902";
sizes[2] = "2.99701";
times[1] = "0.498039";
times[2] = "1";
times[3] = "1";
gravityCoefficient = "-1";
};

datablock ParticleEmitterData(doomSwordEff1_e)
{
particles = "doomSwordEff1_p";
blendStyle = "ADDITIVE";
ejectionPeriodMS = "10";
periodVarianceMS = "5";
ejectionVelocity = "4";
velocityVariance = "2";
ejectionOffset = "0";
thetaMax = "0";
phiVariance = "0";
};

datablock ParticleEmitterNodeData(doomSwordEff1_b){
timeMultiple = 0.1;
};


//add Effect to Obj

function addEffectToObj(%obj,%mountIndex){

%eff1 = new ParticleEmitterNode() {

dataBlock = doomSwordEff1_b;
emitter = doomSwordEff1_e;
velocity = 1;
};

%obj.mountObject(%eff1 ,%mountIndex);

}






but the effect is not continuous. how to fix

#1
06/29/2014 (9:11 am)
I think particle trails only fire once per "firing" so that would probably require messing with the states or something so it fires continuously throughout the swing.
#2
06/29/2014 (10:30 am)
If an axe wielding a circle With the 2 seconds ,Particle effects like a circle .but, if wielding a circle With the 0.4 seconds, The particle is not connected into line, but a few sparse point
#3
06/30/2014 (12:03 am)
Uhhhh... I think you need ribbon particles, someone wrote a resource for that.
#4
06/30/2014 (6:06 am)
Ahh yeah, I forgot to pull request that for him, there are two versions of ribbon particles on the website. The one by Adam Armstrong, and the one by Tim Newell (which isn't publicly available, I promised him to port it to the latest version of T3D, but haven't managed to port and PR it yet).

Here: the blog

The one by Adam Armstrong uses billboards, the one by Tim uses shaders.
#5
06/30/2014 (7:44 am)
thank you very much !