wiebow
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wiebowParticipantI already tried that but I got the error: Compile Error: Identifier ‘LoadEffects2’ not found
I assumed it was broken, but zipstreamloader.mod is not imported by default by timelinefx.mod. I added that.I can’t get it to work using the My object:
effectsLibrary = LoadEffects2(My.Resources.img.TrappedTests_eff)But it works when I use:
effectsLibrary = LoadEffects2(“zip::incbin::imgTrappedTests.eff”)This is ok for me though. 😛
wiebowParticipantYup. SetZ() works as I hoped it would. Thanks. Getting there 🙂
wiebowParticipant@peterigz wrote:
hmm, I’m just thinking about the feasibility of implementing something like this 🙂
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.
Your idea of using arrays would work as well. Using one pool won’t be much of a problem, I guess, as the default of max 5000 particles is quite large. Still, having render layers will simplify implementation and having one particle manager seems to be the right way to go about things…
I am going to try your new version now. I will post how things went.
wiebowParticipantYes I did. I was thinking about the forward slash, but thought: “nah, that can’t be it!” hahaha
wiebowParticipantNice! I will try tomorrow. 🙂
wiebowParticipantI tried using the BLide My object and it completely crashes my app and the debugger. Are you sure it’s working?
October 4, 2010 at 5:43 pm in reply to: fails on loading effects library: EXCEPTION_ACCESS_VIOLATION #3743
wiebowParticipantI was on 1.32!! 🙂
Anyway: succes!!!! The module is now running in the retro remakes framework, which I am using for my game.
October 4, 2010 at 4:31 pm in reply to: fails on loading effects library: EXCEPTION_ACCESS_VIOLATION #3741
wiebowParticipantYes, updating to blitz max 1.42 fixed this problem. Maybe you can add a line about the blitzmax version required on the module / install page. ? It would’ve triggered me to check my blitz version.
October 4, 2010 at 3:38 pm in reply to: fails on loading effects library: EXCEPTION_ACCESS_VIOLATION #3740
wiebowParticipantYou mentioning Blitz versions triggered me: I have an older version of Blitzmax here, I THINK. I will check and update tonight and post the results here.
wiebowParticipantIt made me understand the attributes and values REALLY well though 🙂 So I learned a lot.
wiebowParticipantYES!!! 😮
I can sleep now! Thanks for that little exercise. 😆
wiebowParticipanthi Pete,
I checked: Global Velocity on the Effect is set to 1.0 by default, so that’s ok.
I just did the exact same thing as you are doing in the movie: add effect, add emitter, set emitter velocity, change emitter velocity over time. The result: no movement. And again: after saving and loading it all works as intended. I have the same result when I use the rightclick menu on a shape and select ‘create effect from shape’
I’m stumped. 😯
I can record a video as well , if you tell me what is the easiest way to do that.
wiebowParticipant@peterigz wrote:
Glad you figured it out. I just watched the video again to check it’s all covered (hate the sound of my own voice! 😳 ) and setting the velocity overtime is definitely in there (at out 2:40).
It does. That was an oversight of me. Doesn’t solve the problem I am still having though 🙂
@peterigz wrote:
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.
I understand that completely. Still, I guess that you’d want these values to be at 1.0 initially in 99 out of 100 cases.
@peterigz wrote: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).
I just tested that: the particle does not move… 😯 Can you test it? It works after I save and re-load the library. Same goes for the spin values. Again, its only the velocity and spin values that show this behaviour. All other values work as expected and right after I change them.
wiebowParticipantI found out something else: When I, change spin or velocity over time attributes and see no change, saving and re-loading the library fixes this. Does anyone else experience this behaviour? It tuns out I was changing the correct values, but they only seem to become active after re-loading the library.
The default values for Velocity, Spin and Weight Over Time are set to 0.0, not to 1.0. Is this by design?
I noticed that the attributes which do work immediatly, are default set to 1.0October 3, 2010 at 8:43 am in reply to: Possbile Enhancement? restart emitter/effect key command #3729
wiebowParticipantdouble-click? oh dear 😳
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