TGE 1.5 Particle Editor Help
by Richard-HH · in Torque Game Engine · 12/22/2006 (4:29 am) · 7 replies
Morning !
I have a big time problems understanding the Particle editor.
1.
Is there ANY documentation ?
I searched my local docs and onine but didnt find any documentation.
Something i dont get with a commercial product.
2.
I fire up the Editor (F5), choose CAMPFIRE and edit the values. When done, i press "SAVE" button in the editor.
I have 3 files now in the CREATOR directory:
newObj.cs
CampFireEmitter.cs
CampFireParticle.cs
Here i get stuck.
Where to put these files, where to execute them and which to exec ?
I copy them to my project (data/particles) and exec them, i get con-errors like
"Fireplace (<-- my named emitter) is no GamBaseDataclass - or something along these lines.
Is there any help to get this thing working?
Kind of VERY frustrating spending hours with the editor withtot getting a result:(
WOuld be VERY nice, if someone could point how to get this thing working (step-by-step).
@GarageGames:
Maybe you could complete your documentation for a product we pay for....
I have a big time problems understanding the Particle editor.
1.
Is there ANY documentation ?
I searched my local docs and onine but didnt find any documentation.
Something i dont get with a commercial product.
2.
I fire up the Editor (F5), choose CAMPFIRE and edit the values. When done, i press "SAVE" button in the editor.
I have 3 files now in the CREATOR directory:
newObj.cs
CampFireEmitter.cs
CampFireParticle.cs
Here i get stuck.
Where to put these files, where to execute them and which to exec ?
I copy them to my project (data/particles) and exec them, i get con-errors like
"Fireplace (<-- my named emitter) is no GamBaseDataclass - or something along these lines.
Is there any help to get this thing working?
Kind of VERY frustrating spending hours with the editor withtot getting a result:(
WOuld be VERY nice, if someone could point how to get this thing working (step-by-step).
@GarageGames:
Maybe you could complete your documentation for a product we pay for....
About the author
#2
thanks for you reply and tyring to help out.
Im using the editor that comes with TGE 1.5
Im not sure which one it is, there is no version number or such thing in the window.
Lemme check the CS file...sec...
Hmmmm...no copyright in there :(
These are the first lines of the editor:
// The Particle Editor!
// Edits both emitters and their particles in realtime in game.
//
// Open the particle editor to spawn a test emitter in front of the player.
// Edit the sliders, check boxes, and text fields and see the results in
// realtime. Switch between emitters and particles with the buttons in the
// top left corner. When in particle mode, the only particles available will
// be those assigned to the current emitter to avoid confusion. In the top
// right corner, there is a button marked "Drop Emitter", which will spawn the
// test emitter in front of the player again, and a button marked "Restart
// Emitter", which will play the particle animation again.
//TODO: animTexName on Particles (max 50)
Maybe you can see which one it is?
12/22/2006 (7:11 am)
Hi Dave,thanks for you reply and tyring to help out.
Im using the editor that comes with TGE 1.5
Im not sure which one it is, there is no version number or such thing in the window.
Lemme check the CS file...sec...
Hmmmm...no copyright in there :(
These are the first lines of the editor:
// The Particle Editor!
// Edits both emitters and their particles in realtime in game.
//
// Open the particle editor to spawn a test emitter in front of the player.
// Edit the sliders, check boxes, and text fields and see the results in
// realtime. Switch between emitters and particles with the buttons in the
// top left corner. When in particle mode, the only particles available will
// be those assigned to the current emitter to avoid confusion. In the top
// right corner, there is a button marked "Drop Emitter", which will spawn the
// test emitter in front of the player again, and a button marked "Restart
// Emitter", which will play the particle animation again.
//TODO: animTexName on Particles (max 50)
Maybe you can see which one it is?
#3
OK, I'll check it out.
12/22/2006 (7:21 am)
Hehe! I didnt realize it shipped with TGE 1.5, it used to be a community mod.OK, I'll check it out.
#4
12/22/2006 (7:25 am)
Thank you very much Dave, thats kind of you !
#5
Try this:
1) Remove //--- OBJECT WRITE BEGIN --- AND //--- OBJECT WRITE END ---
2) Replace the word new WITH datablock
Now, when you execute them, you should be able to place the new emitter in the WorldEditor
[EDIT]
I also recommend you place your new scripts in the server\scripts\ directory, just for organization purposes. They are scripts, and not assets, after all =)
[/EDIT]
12/22/2006 (7:37 am)
I think I have your solution Richard. When you save out your changed emitter and particles, the editor saves them out as if they are in game objects, and not datablocks. This could pose a problem if you are just trying to exec() them.Try this:
1) Remove //--- OBJECT WRITE BEGIN --- AND //--- OBJECT WRITE END ---
2) Replace the word new WITH datablock
Now, when you execute them, you should be able to place the new emitter in the WorldEditor
[EDIT]
I also recommend you place your new scripts in the server\scripts\ directory, just for organization purposes. They are scripts, and not assets, after all =)
[/EDIT]
#6
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11397
As far as using the particle editor itself, I'll try to dig up some docs or make some steps you can follow.
12/22/2006 (8:02 am)
Good catch michael. there is a fix for this also, mine came out as datablocks because I used a very necessary fix:www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11397
As far as using the particle editor itself, I'll try to dig up some docs or make some steps you can follow.
#7
So its broken and there is a fix...ok, ill grab the fix asap and follow your direction.
Tnx a ton !
12/22/2006 (8:20 am)
Thank you, both of you !So its broken and there is a fix...ok, ill grab the fix asap and follow your direction.
Tnx a ton !
Torque 3D Owner Dave Young
Dave Young Games
Which particle editor are you using?
And don't be so harsh on the docs, tools like this are invaluable and we are getting quite a bit for the money we invest here :) It's not part of any specification or requirement and is an extra. If you tell me which particle editor you're using, I'll try and help out.