imported_peterigz
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imported_peterigzParticipantDo you mean the animated particles? In some instances I used TimelineFX to create them, for a couple in the explosions 2 pack I used Blender 2.0, the smoke simulator.
imported_peterigzParticipantI don’t think there’s any easy way to do that at the moment. Unfortunately I can’t look into it much at the moment as I’m right in the middle of moving house, and on top of that the PSU on my main dev PC has died! 🙄
imported_peterigzParticipantWell, I’m guessing that TFX will need to use the mojo graphics module which I don’t think will be free, so we’ll have to see, but either way it will be interesting. I will probably try to write it so that the rendering side can be separated easily so people can plug in their own render routines for it, but we’ll see 🙂
imported_peterigzParticipantYes, I’m looking forward to converting TimelineFX to monkey, I think there could be a great opportunity there. Unfortunately I missed out on the beta but I’ll be jumping on it as soon as it comes out 🙂
I’d imagine they’d be a few hurdles to jump initially but hopefully they can be overcome.
imported_peterigzParticipantI’ll see if I can have a go at something, I think the key thing will probably be getting the shape of the particles right.
imported_peterigzParticipantThere’s some ground explosions to be found in the explosions emitter library available from this site which should be a good starting point.
imported_peterigzParticipantWell, gifs with transparency proved to be very problematic because they can only have masked transparency (ie., it’s either transparent or it isn’t, there’s no in-between), but most particle effects have semi-transparent particles, so the end result was messy. Hence, there’s no transparency on gif exports. As a compromise you can at least export onto any background colour you want, so you can at least match the target background you want to draw the gif onto.
imported_peterigzParticipantOk, I’ve done another version that does not check for updates, let me know if it works ok 🙂
Download link: http://www.rigzsoft.co.uk/files/TestFiles/TimelineFXEditorSetup.exe
Thanks for your help!
imported_peterigzParticipantAhh ok, that’s odd, I wonder what could be causing that. Certainly nothing wrong looking with the code.
imported_peterigzParticipantahh ok, hmm sounds strange. Can you any code snippet at all? not using copypreloadedeffect or anything?
imported_peterigzParticipantThanks for posting the log 🙂
In theory if it’s a network problem then it should just timeout and continue to run the program, not crash like that, but it does seem to connect ok as it’s managed to get the version number. I’ll compile a version that doesn’t check for updates soon and we’ll see if that works. Be back soon 🙂
imported_peterigzParticipantThe first thing that comes to mind is that if the effect uses an animated particle then it might be caused by the texture being uploaded to the graphics card for the first time. Can’t say I’ve noticed this happening myself much though, which effect are you using?
imported_peterigzParticipantNo problem, glad you like it! 🙂
imported_peterigzParticipantHi Weibo, emission angle affects the angle of particles when they spawn only. To change the angle during the lifetime of the particle you can change the effect angle (SetEffectAngle), and just make sure that both the relative check boxes are ticked on the particle tab.
imported_peterigzParticipantCould you download and try this version, which is exactly the same, but it will create a log that you will find in your installation folder called log.txt. I think on XP it will be in your installation folder directly, but on Vista you might find it in Users/%username%/AppData/Local/VirtualStore/Program Files (x86)/TimelineFX/log.txt.
If you could run the program and then copy/paste the contents on the log file here that would be great!download link here: http://www.rigzsoft.co.uk/files/TestFiles/TimelineFXEditorSetup.exe
Thanks, Peter.
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