Game Development Community

Complex objects with attached particle systems

by Funky Diver · in Torque Game Engine · 06/22/2004 (7:14 am) · 2 replies

Greetings,

I would like to make a complex object with attached particle systems. For instance, I need to make a power-up jar with a magic liquid inside. I would like to have 2 particle systems attached to the jar model: one is for glow effect (TGE) and another for small green smoke raising from the jar. The jar can be equiped by a player.

I know how to insert a jar and a particle system in Mission Editor. But how can I attach the particle system to the jar (is it possible without a mount point in the model?), so when the jar is pickedup, it will not separate from the particle source? Can I do it only by Torque script?

I guess the jar must have ItemData and ItemImageData datablocks implemented?

Is there Nodes in the SceneGraph to mount several object to a node?

Thank you!

#1
06/22/2004 (2:31 pm)
To make it look good, you'll have to implement something into the engine. Look at how vehicles do particles - basically you give them pointers to particleEmitterDatas in the ItemData, and pointers to particleEmitters in the Item, and have the particle emitters updated in advanceTime. To make them attach to nodes, you'll have to export the items with nodes in 3dsmax or whatever, and implement a system like the one used for vehicles' particles for items, look for the line ->findNode in the vehicle code.

Basically it'd be a good bit of work...
#2
06/22/2004 (2:40 pm)
Thank you, Max

I was afraid I need to dirt my hands with C++ :)
Ok, so let it be...

Thanks again!