imported_peterigz
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imported_peterigzParticipantYeh, that’s not right. I think I’ve sorted it though. I was missing out a function that restores each pixel to it’s proper colour after rendering onto a black background. Here’s an up dated test version that should fix the problem, and let me know if your problem with white squares in the animation window is fixed now too.
here’s the link to the test version: http://www.rigzsoft.co.uk/files/TimelineFXEditorSetupTest.exe
Also attached is an effect I just exported with this version, the colour is much cleaner now I think.
[attachment=0:2jpfp1ux]test.png[/attachment:2jpfp1ux]
imported_peterigzParticipantEmission angle will effect any particles that have velocity, so as long as the velocity and velocity overtime graphs have values then you can control exactly in which direction they travel. I’ve attached a simple example effect – use the emission angle graph to control the direction.
imported_peterigzParticipantIt is very strange! Very hard to diagnose when I can’t recreate here. It’s even stranger that it happens on both your Macs. Is there something common on both macs that might be running in the background, that might be interfering or something do you think?
I’ll do some more googling and see if I come up with anything.
imported_peterigzParticipantIn the end it was obvious but I had to fire up my old PC to see it 🙂
I think it was only happening in Win XP and lower, and might have been the reason for the animation dialogue not opening sometimes. I also had a go at trying to fix the issue with the effect not restarting properly after closing the dialog, but I couldn’t recreate that on any of my systems so we’ll just have to see. Here’s the link to this new version (same as before) http://www.rigzsoft.co.uk/files/TimelineFXEditorSetupTest.exe
Let me know how it goes.
imported_peterigzParticipantI think that’s what his meaning was, but either way I implemented this feature in 1.21 🙂
imported_peterigzParticipantthis has been at the back of my mind for a while. Basically it might be nice to add an option to the particle or effect tab that makes the sub effect start spawning when it’s parent has died.
Otherwise as it stands, it’s all in the timing. If the parent particle’s lifetime is 1 second, then the sub effect needs to have a lifetime of say 2 seconds, with its alpha being 0 for half of its life. That should make it come in to being at the right time. I’ll put the first feature I mentioned on the list though!
imported_peterigzParticipantHello, glad you like it 🙂
Unfortunately at the moment I don’t have any plans to create a c/c++ library. About the best I can say is that the save format of the effects files are quite open (they’re zip files that contain the particle shapes and an xml file describing all the effects). Plus the Blitzmax module is open source, so maybe someone will port that over or create a c version.
If I change my mind though I’ll be sure to announce it 🙂
imported_peterigzParticipantI think you’ll find it’s doing it when there are enough shapes that the shape list has to use a scroll bar. I noticed in your vid that you only have rows of 4 shapes, but the typical number is rows of 6 shapes, so it looks like that left hand panel is being created too small. On the Particle tab too I noticed that the A. Repeat slider goes of the edge of the panel a little because the panel is too small. You might find that it restores to its proper size when you unmaximise (so that it’s a smaller window rather then just minimise it) the window and maximise it again.
I can kind of recreate the problem here though so I’ll see if I can implement a fix for the next update 🙂
imported_peterigzParticipantThanks Neil, good to see that it’s exporting properly now, obviously not so good that it crashes like that, but I’ll take a look tonight and hopefully it’s an obvious one I can fix! 🙂
imported_peterigzParticipantHave you tried other effects libraries too? Do you get similar results with all libraries? Try downloading the environment effects file again, maybe there was a problem with the file.
Also you could try this: On this site is a small game that uses timelinefx for the particles, try downloading and running it and see if you have problems with that, the direct link is here: http://www.rigzsoft.co.uk/files/Vadersmac.zip If that works fine then at least we know there’s nothing wrong with the opengl drivers in general. I’m starting to suspect that there’s something wrong with your environment.eff file though, as you say the problem is the same on 2 macs with different hardware. But then I guess that would mean you downloaded a bad file 2 times for each PC. Hmm this is very puzzling!
imported_peterigzParticipantHi, thanks for the vid. I noticed you have a slightly different windows theme from the norm. I found I could recreate this error if I changed the Windows text size to 125%, but the problem went away as soon as I maximised or restored the editor window. Does it remain persistent with you? What windows theme and set up are you using exactly?
imported_peterigzParticipantOk, I have a new version here: http://www.rigzsoft.co.uk/files/TimelineFXEditorSetupTest.exe
If you could download and install that and let me know how you get on that would be great 🙂 You can just install over the top of your current installation.
As a side note, if you find that the animation dialogue doesn’t appear for some reason, keep trying, it should do after a few attempts (you can keep pressing CTRL+A until it appears). This happened rarely while I was testing, and only after the editor had just been opened, I’ll keep my eye on that.
imported_peterigzParticipantHi Niel, I’m currently in the process of trying to fix this issue with the integrated intel gfx chipsets. Hopefully I can get something ready to test today.
Thanks for the report!
July 14, 2010 at 8:04 pm in reply to: TimelineFX Editor v1.21 – Animation Props display improperly #3646
imported_peterigzParticipantAhh ok, I misread the first post thinking it wasn’t exporting properly either, so that’s something atleast. It must be something to do with the intel graphics having trouble with shared graphics contexts, ie., 2 separate GL windows. It exports ok because it actually uses the preview window to render the animation to disk. I’ll give it some thought and see if there’s anyway round it. Thanks for the report 🙂
July 14, 2010 at 9:12 am in reply to: TimelineFX Editor v1.21 – Animation Props display improperly #3644
imported_peterigzParticipantAlso, try either the bonus bursts library or the starbursts library and see if the same thing happens there, as the particles in those libraries use a much smaller amount of memory. Try them on a fresh load of the editor to make sure the memory is free as much as possible.
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