imported_peterigz
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imported_peterigzParticipantprobably the easiest way is to call effect.HasParticles(). If it doesn’t then the effect could be over however if may not in some instances if the effect is set to spawn particles, stop for a while and then start spawning again. If you are adding effects to the particle manager then dormant effects are automatically removed when they are no longer spawning particles.
imported_peterigzParticipantSorry for the delay, yes you can get it working with delta timing, you just have to implement fixed rate timing alongside and it should work fine. So just put the fixed rate code into your main loop and call the particle update in there. I think I posted an example a while back on the blitz forum somewhere I’ll see if I can find it.
imported_peterigzParticipantIt’s funny that I’ve recently been looking at corona for other things, so this might be something I look into soon. I’ll check out some solutions for exporting the graphs to lookup tables for use in other languages too.
imported_peterigzParticipantLua bindings wouldn’t be possible with the BLitzmax module as far as I’m aware. I really should put something together as far as documentation is concerned for the data files to help people build their own libraries in other languages, I get asked a lot about it!
What would your expectations be for the documentation?
imported_peterigzParticipantHi Lanty, yes it’s annoying that IE does that, but as you say renaming solves it. I guess there might be an option buried in IE somewhere that stops that behaviour…
imported_peterigzParticipantThe change is when you export an animation to a sprite sheet, there is the option to save as a TGA file under Save as Type drop down box when you save the animation.
imported_peterigzParticipantYeh, I’ve had it on the list for a while now to be able to dictate exactly how long you want the animation to be as you describe, but unfortunately I’ve had very little time recently, but hopefully soon 🙂
October 17, 2011 at 12:58 pm in reply to: NEW to TimelinFX and need help with graphics card advice. #4059
imported_peterigzParticipanthmm that seems odd, your PC is a lot more powerful then mine, but mine doesn’t have any problems at all, the toxic effects runs at a few hundred FPS. I’m just wondering if it’s something to do with the opengl drivers you have with your card? Maybe they need reinstalling.
Glad you like the FX 🙂
imported_peterigzParticipantWell basically animations run at 30 frames per second, so a 32 frame animation is about 1 second long. So if you put put in 60 frames for example, it’s going to create an animation of the first 2 seconds of the effect.
If I’m creating an effect i usually just put in a number which I know is much longer then the effect, then just drag the frame slider along until I find the frame where no particles are showing, and change the number of frames to that.
imported_peterigzParticipantahh i see 🙂 I think it’s because the size of the ellipse is too small. Try increasing the ellipse width and height to at least 10 (on the global attributes list) and it should be fine.
October 13, 2011 at 1:20 pm in reply to: NEW to TimelinFX and need help with graphics card advice. #4050
imported_peterigzParticipantWhat is the exact model of graphics card. Does it have the latest drivers installed? Apart from that your PC looks more then enough for the job.
What kind of frame rate are you getting on specific effects?
imported_peterigzParticipantCan you upload the effect so I see what settings you are using?
imported_peterigzParticipantHi, the number of frames is basically set to whatever you want, so if the number of frames is not enough just increase it and click update. It’s left up to you to decide how long you want the animation because sometimes you want to be able to loop animations seamlessly which generally requires the animation to be shorter then the effect length.
imported_peterigzParticipantif the image you’re importing doesn’t have any transparency then just making sure greyscale is ticked under file->import options and the black will be processed as transparent. TimelineFX can import a lot of file formats, you can check which ones on when you import a shape or animation.
imported_peterigzParticipantDo you mean like a blood splat or something?
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