imported_peterigz
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imported_peterigzParticipantHi, one of the things I wanted to add at some point was effect wizards, that would help you get started with different types of effects like explosions, flares etc, where you could randomise certain attributes to quickly come up with different effects of a specific type to speed up the creation process.
imported_peterigzParticipantHi, I do have ideas for the editor and the currently development is building the module for monkey which is a multi-device language. It’s a bit slow going at the moment as I don’t have a lot of time.
imported_peterigzParticipantHi, sorry I’ve just got back from travelling today but will try and upload an example within a couple of days. It should be possible I think 🙂
The environment effects library has falling snow similar to what you’re after but not quite the same as a feather though.
imported_peterigzParticipantHi, that is global angle emission for the effect. To change individually for each emitter just use the direction overtime attribute on the emitter. I’ve attached an example.
Hope that helps!
imported_peterigzParticipantHi, thanks for the advertisement 🙂
Unfortunately there is no isometric mode, the editor is just 2d only. In some cases you could cheat but it depends on what you’re trying to do.
imported_peterigzParticipantHi, that shape you’re using is black, so you won’t be able to apply colour to it. It’s best to use shapes that are greyscale or white so that you can use colour with them. If you want it black then just set the colour to black in the editor. Also anything that’s black won’t work if you have additive set on the particles tab as they’ll be no colour to actually add up.
I got it working by inverting the image to make it white, then imported the shape and applied it to the shield effect. Then I just set the angle to not be random on the particle tab. Hope that helps!
imported_peterigzParticipantoops so it does! viewtopic.php?f=9&t=92
Hopefully that’s it 🙂
imported_peterigzParticipantI checked the old forum post when I first implemented the zipstream module here: http://www.rigzsoft.co.uk/index.php?option=com_jfusion&Itemid=13
It seems that it should work ok. In that thread there’s a version of vaders that implements it and here it’s compiling and running fine, maybe you could test it too and see what happens?
I kept the gman module because it also lets you write to zip files whereas the other one is read only so it was quite handy.
imported_peterigzParticipanthmm, never had this happen before that I can remember, unless you can only use either one or the other, but i don’t remember it being like that. I’ll try compiling the mods here and see what happens…
imported_peterigzParticipantI would think that way most games achieve this would be to have a mesh that would be the main part of the waterfall and use a seamless animated texture that you could create in timelinefx to texture it. You could overlay that with a much less dense realtime particle emitter to make it look more random and complex at much less cost. Then at the bottom of the water fall use some rising mist emitters combined maybe with a few splashes. I’ve seen some games put splashes at the top of the waterfall but this doesn’t make sense to me unless maybe there’s rocks at the top that the water is hitting, so maybe a few splash effects if there is but that would be enough I think.
I would use animated particles for the mist as well as they can help things look a lot more complex at much less cost becasue you don’t have to use as many particles at once. I think there’s some animated particles that might work well in the environment library.
imported_peterigzParticipantI have a feeling it’s something to do with your font size settings in windows, maybe you’ve set them up to be larger and the gui library I’m using in the editor isn’t re-sizing things to account for that?
Glad you’re enjoying the editor 🙂
imported_peterigzParticipantYou couldn’t really set up the scene easily in TimelineFX as it’s not designed for that. You could like you say import the texture and and using single particles set up and position them using effect handle (on the effects tab) but it would be a bit fiddly and not ideal 🙂
imported_peterigzParticipantI don’t suppose you could post a screenshot to show me? thanks!
imported_peterigzParticipantHi, what resolution are you running on? The minimum for TimelineFX is 1024×768.
imported_peterigzParticipantHi, just a couple of ideas here for a pentagram and flaming skull, might give you a few ideas 🙂
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