imported_peterigz
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imported_peterigzParticipantYeh, originally I thought My would work ok because they’d be no problem with incbin, but then I had to implement the zipstream loader meaning it needed the more specific zip:: protocol, but you got it working fine anyway π
I don’t include zipstream by default because you have to register to download it on koriolis site (this may have changed now though I think) and I thought that was too inconvenient for anyone not needing incbin.
imported_peterigzParticipantWell I had a play around and I implemented it, you can try it out if you update from svn. It should work as you outlined, so let me know π as you said use:
CreateParticleManager(Particles, Layers) -Defaults to 1 layer
Addeffect(Effect, Layer) -defaults to layer 0
DrawParticles(Tween, Layer) -Defaults to -1 which draws all layers.Not tested heavily tested though so see how it goes.
imported_peterigzParticipanthmm, I’m just thinking about the feasibility of implementing something like this π
Before I go too far, what is the disadvantage of using an array of managers, so it’d be:
tlParticleManager[1].AddEffect(myEffect) would add the effect to layer 1.
tlParticleManager[1].Render() would render all particles in layer 1.I guess if the particle manager handles it internally you won’t have so many particle pools, as the effects on different layers will pull from the same pool. I don’t foresee too many problems implementing this though.
imported_peterigzParticipantTry using SetZ instead. I’m not sure why I left SetZoom in there, but it’s something I use in the editor only. Also if you want particles that have already spawned to by effected immediately then they need to be made relative to the effect (Relative check box on the particle tab in the editor).
imported_peterigzParticipantIt should be just simply Loadeffects(“foldername/effect”), there’s no flag needed, it automatically creates the directory structure of the library. It should be forward slashes, maybe you’re using backslashes?
imported_peterigzParticipantYes, it is working, but you need to use an alternative loader, and get koriolis’ zipstream module if you don’t already have it. All the info is over in this thread: http://www.rigzsoft.co.uk/index.php?option=com_jfusion&Itemid=13&jfile=viewtopic.php&f=9&t=92
Let me know if you have any troubles.
October 4, 2010 at 8:03 pm in reply to: fails on loading effects library: EXCEPTION_ACCESS_VIOLATION #3744
imported_peterigzParticipantHehe, that was a bit out of date then π
Good to see you got working, look forward to seeing future developments π
October 4, 2010 at 4:51 pm in reply to: fails on loading effects library: EXCEPTION_ACCESS_VIOLATION #3742
imported_peterigzParticipantDone π
I didn’t expect it to be that actually, I’m still using 1.39 here, about time I updated too!
October 4, 2010 at 3:14 pm in reply to: fails on loading effects library: EXCEPTION_ACCESS_VIOLATION #3739
imported_peterigzParticipantAs it seems to be an issue loading the effects, do you have the additional modules installed that are required? Namely
bah.libxml
gman.zipengineMind you, I’d guess it’d throw the “Can’t find interface for module” error if that were the case. I just tested the code from this site to make sure it still works and it seems to work fine. Are you definitely using the correct path to the effects file?
I just noticed that the tlParticleManager.bmx example shouldn’t have the Framework.max2d line (since a recent Blitzmax update), so try removing that and running that again if you haven’t already.
imported_peterigzParticipantThanks for revealing it π No wonder you were having problems following the tutorial!
imported_peterigzParticipantahhh, I think I’ve found it lol.
Are you in precise mode? Under Preview Menu -> Update Mode -> and select fast mode instead if it is.
That’s a bug. I’ll probably remove precise mode though as it’s not really needed now as there’s no difference between the 2 except fast is simply faster.
Amazing how these things creep in there π
imported_peterigzParticipantvery strange! π
I made a quick video to make sure we’re on the same page.
Are your Global velocity attributes for the effect set to 1? They should be as that is their default values, but that the only other thing I can think that would be stopping it, although if works after reloading the library that doesn’t make much sense.
The video plays back a bit fast, but should show you how it *should* be working anyway. Grab the video from here: http://www.rigzsoft.co.uk/files/velocity.wmv
imported_peterigzParticipantGlad you figured it out. I just watched the video again to check it’s all covered (hate the sound of my own voice! π³ ) and setting the velocity overtime is definitely in there (at out 2:40).
I don’t think there’s any design behind them being 0 by default, maybe there was a reason that I’ve long since forgotten lol, but generally, once you set a base attribute, like velocity, weight, spin etc., then then you should always look to be adjusting the equivalent overtime attribute. The overtime attributes are what give you all the precise control over your effects.
It sounds a bit strange what you’re saying regarding effects not updating, as they should update as you adjust the various graphs/settings. They only reason you wouldn’t see anything change is if a specific graph is set to 0, for example, you’re changing spin overtime, but the spin graph or spin variation have their nodes set to 0.
To test, you could just create a brand new effect and emitter. Go to the velocity graph and drag the first node up to about 500. Then on the Velocity overtime graph drag the first node up and down and you should see the particle just shooting upwards (or downwards if you go below 0 on the graph).
imported_peterigzParticipantAre you setting the Velocity graph to a value? You have Velocity, Velocity Variation and Velocity Overtime. The Velocity and velocity variation graphs dictate the base speed that particles spawn with, The velocity overtime graph then scales this value over its lifetime. Spin, weight etc., works in the same way.
To help learn how the different attributes affect an effect, you can view some of the effects in the emitter libraries I have available and then right click on the attribute list and select Hide Unused Attributes to only show which attributes were used to make an effect. This can help you wrap your head around how various effects work, it can be a bit daunting at first! I’ll also be adding a feature that highlights attributes are differ from their default values to help with this further.
Hope that helps!
October 2, 2010 at 9:09 pm in reply to: Possbile Enhancement? restart emitter/effect key command #3725
imported_peterigzParticipantI can add a short cut key yes, but you can also restart an effect by double clicking on the preview window.
Import shape option to the shapes pop up menu sounds like a good idea, I’ll see if I can add it.
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