imported_peterigz
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imported_peterigzParticipantHi. Strange, as I thought this was the default option, I’ll take a look at that thanks! 🙂
imported_peterigzParticipantI think perhaps the easiest way to do that would be to move the glow into it’s own effect, and add it to the foreground particle manager at the same time as the mushroom effect is added the background particle manager, and it should play in sync fine. So basically, clone the mushroom 2 effect, and delete all emitters except the glow, and then remove the glow from the original effect, and add both effects to 2 particle managers at the same time. Hope that makes sense! 🙂
imported_peterigzParticipantHello. To do this what you need to do is create a particle manager for each layer, so you could have Background_PM, Middle_PM, Foreground_PM, and Overlay_PM, and call drawparticles for each one in-between each of your own layers. ie.
CurrentLevel.map.layer = 0
For Local Image:TDraw = EachIn ImageRegList[IR_Back]
Image.Render()
Next
CurrentLevel.Map.Draw (WorldX, WorldY, 0, 0, GraphicsWidth() , GraphicsHeight())
Background_PM.DrawParticles()
For Local Image:TDraw = EachIn ImageRegList[IR_Mid]
Image.Render()
Next
CurrentLevel.map.layer = 1
CurrentLevel.Map.Draw (WorldX, WorldY, 0, 0, GraphicsWidth() , GraphicsHeight())
Middle_PM.DrawParticles()
CurrentLevel.map.layer = 2
CurrentLevel.Map.Draw (WorldX , WorldY , 0 , 0 , GraphicsWidth() , GraphicsHeight() )
For Local Image:TDraw = EachIn ImageRegList[IR_Fore]
Image.Render()
Next
Foreground_PM.DrawParticles()
For Local Image:TDraw = EachIn ImageRegList[IR_Overlay]
Image.Render()
Next
Overlay_PM.DrawParticles()
You can create as many particle managers as you want to organise when you want different particles to be drawn. To see an example in action you can download the vaders game from this site where I think I used 3 different particle managers for this reason.
Hope that helps!
imported_peterigzParticipantTo be honest, it wouldn’t be too hard to highlight which attributes are used as well so I’ll look to add that in the next version 🙂
imported_peterigzParticipantHello,
You can actually already do this by right clicking the attribute list and selecting “Hide Unused Attributes” from the pop up menu.
imported_peterigzParticipantI’ve fixed this now. Just re-download the windows version and install over the top and seamless animations over 256 pixels should render fine, thanks for the report! 🙂
imported_peterigzParticipantHello,
Currently it is only PNG files, but I just looked at the free image library which can do DDS files, however it seems to be reading only, but I can at least look at importing DDS files I guess.
The maximum number of frames you can export is 1024. I’m not sure I’ve even tested that many though! You can set a frame step field when exporting so that it only records every n’th frame if you need to condense animations a bit more.
The emitter libraries are completely open and royalty free so have fun! I’m always interested to see them in action though 🙂
imported_peterigzParticipantHello.
Autofit only resizes the effect so that it fits within the frame size. However to do what I think you’re trying to do, you can adjust the frame step when exporting an animation. When you click on the record button on the animation properties dialogue, you’ll see the frame step field there. What this does is record every n’th frame. For example, if you have a 32 frame animation and set the frame step to 2, then it will only record every second frame thus creating a 16 frame animation instead.
Hope that helps!
imported_peterigzParticipantGlad the strange black square issue is sorted now.
The seamless problem though is definitely a bug, it shouldn’t be too hard to fix, thanks for pointing it out 🙂
However, seamless is only needed if you want to create animations that can be tiled next to each other, otherwise you can just leave it unticked. I’ll post here though once I’ve fixed that bug, it’s only happening on frame sizes greater than 256 it seems.
imported_peterigzParticipantThanks for the extra details! I’ll *try* to recreate the issue here, most issues usually come from the integrated intel cards, so I’m suprised to see an nvidia card have issues. I have a very old pentium 3 with a an geforce ti500 so I’ll test on that, but last time I tested it was ok.
Meanwhile, do you have the latest drivers installed? Timeline fx uses opengl so maybe something is up with your opengl drivers, sometimes reinstalling the graphics drivers can fix any issues with that.
imported_peterigzParticipantHello,
There shouldn’t be a black rectangle there, the only limitation is the frame limit and saving effects is disabled something’s going wrong 🙂
What are your system specs and which emitter is that you’re saving so I can test? It looks like one from the environment pack.
Is the black rectangle appearing in every frame?
imported_peterigzParticipantGreat, glad to see it work 🙂
imported_peterigzParticipantI think I’ve got the simplest solution to this, should have just done it in the first place lol. I changed it so that if you change the background to white (in the animation properties window), then it will export with the white background and not bother trying to remove the black (obviously it’s not there to remove). I think for what you’re trying to do it should work fine, in other situations additive particles would probably saturate too much.
Give it a go, same d/l link: http://www.rigzsoft.co.uk/files/TimelineFXEditorSetup.exe
All black should be eliminated now, but make sure you export with the white background. BTW, I noticed you had seamless option ticked, that’s only necessary for creating textures that you want to tile seamlessly. If it’s checked then you can’t use the autofit function which will make sure you’re making the most of the space in the frame.
imported_peterigzParticipanthmm could be. Can you import that effect into a new effect file and attach it here so I can take a closer look?
imported_peterigzParticipantThat’s essentially what the alpha overtime is doing. If your target background is white or very light, then avoiding black in your particle colours makes sense I think. So if you just adjust the smoke particle to use a light grey it should look a lot better.
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