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Attaching Particles to Player

by Scott Burns · in Torque Game Engine · 02/05/2004 (3:42 pm) · 25 replies

How do I do it?

Anybody know? Please tell me! Pleeeeeeeeeeeeeeeeease!!!
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#21
02/11/2004 (12:42 pm)
Custom map textures or custom particle textures?

I didn't make the map, but I am almost positive that we are just using the ones the Mission Editor came with. Grassy, Sandy, and Patchy are the three I believe.

What's the matPropMap.cs file? What sort of things would I put in there? Just the paths to the textures used for the map?

Thanks Harold. =)
#22
02/11/2004 (4:42 pm)
Scott

you put the path to the texture and the sound and color on the puffs
like i showed you before above.
If you have changed the base groundtexture on the map and made your own you must change in propertymap.cs .
Tell us how your propertymap looks like and where you have placed the
textures so we can help moore.
#23
02/12/2004 (5:45 am)
My property map looks exactly like you showed me how to have it, and I haven't added or used any custom textures yet.

I've got JPEGs in the same folder as the Property Map, I'm pretty sure those are the textures. They're the same name as the textures (The only reason I'm not positive that they're the textures is because I thought the Textures would be PNGs or something)

I've got Patchy, Sand and Grass .jpgs in c:\torque\example\starter.fps\data\terrains\grassland

Thanks very much Billy! =)
#24
02/12/2004 (10:43 am)
Scott

Download the Torquedemo so we have the same files
change the propertymap in the demo.


change the propertymap to this

addMaterialMapping( "demo/data/terrains/highplains/grass" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" ); 
addMaterialMapping( "demo/data/terrains/highplains/rock" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" ); 
addMaterialMapping( "demo/data/terrains/highplains/stone" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" ); 
addMaterialMapping( "demo/data/terrains/highplains/patchy" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" ); 
addMaterialMapping( "demo/data/terrains/highplains/scorched" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" );

start the demo and now you shall see the footpuffs
This works for me without doing any other changes !
#25
02/14/2004 (10:28 am)
I figured it out!!

In the propertyMap, those 3 lines are right, but for FootPuffs on a custom map they do nothing.

What you need to do is make another line in the propertyMap. Here's what the propMap will look like after it.

This will be in example/starter.fps/terrains/grassland/propertyMap.cs
addMaterialMapping( "starter.fps/data/terrains/grassland/sand" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" );
addMaterialMapping( "starter.fps/data/terrains/grassland/patchy" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" );
addMaterialMapping( "starter.fps/data/terrains/grassland/grass" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" );
// NEW LINE - THIS IS WHAT FIXED THE PROBLEM FOR ME.
addMaterialMapping( "starter.fps/data/terrains/details/detail1" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" );

Spread the word gents.
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