Game Development Community

Particle problem

by Kyle Goodwin · in Torque Game Engine · 11/02/2004 (10:32 am) · 33 replies

I'm trying to create a particle emitter which will emit particles such that they would seem to be drawn flat on the xy plane. I want to create a spell effect which uses a particle emitter positioned near the feet of a character to make a symbol appear to be encircling the character's legs, but I've played with the orientation stuff in the emitters and can't seem to get this functionality. Can this be done in script as is or must I hack the ParticleEmitter code?
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#21
11/12/2004 (12:26 pm)
Gonzo, thats some great stuff! I have a quick question though (for Gonzo or anyone).

I seem to be experiencing two problems at the moment.

1) I can't seem to get the particle effect to happen on client side. Could you explain what the "%client" object is and what is passed in?

2) The particle effect is spawning twice for the server/client. That is, the server hosting the game is considered a client and server at the same time so the event is getting triggered twice. Does anyone know how I might be able to get this to only happen once?

Thanks for any advice you might have.
#22
12/03/2004 (9:44 am)
I have a video showing (among many other things) the eventual result of the inquiry that started this thread that I'll be putting up soon on my game's website, I know Gonzo wanted to see it at least. ;)
#23
12/12/2004 (1:55 pm)
Ryan

I was using a listen server(Server/client same machine, same TGE instance)

Once your game is started and map loaded with you in the game, if you toggle your console and fine the line that echos the new client addition and the client number(for this example the number was 1944)...

CADD: 1944


That is the number you would use. So you would type into the console...

SpellTest(1944, Circle);

or

SpellTest(1944, Dome);

to start the effects. There should only be one of them at a time though, not sure why you would get two.

There is no provision for doing it from the client if you are logged into the server. But if you wanted to you could do it like this...


add these commands to your client scripts....


First you need a clientside command that will form your command and send to the server

function testSpells(%spell)
{
 
     commandToServer('TestSpell', %spell);
 
}



And then in your server scripts put this....




serverCmdTestSpell(%client, %spell)
{
 
      SpellTest(%client, %spell);
 
}


And from the client console when your logged into a dedicated server or a listen server that's running on another machine, just type in....

testSpells(Circle);

or

testSpells(Dome);


And that should allow you to do a remote test.
#24
12/12/2004 (1:57 pm)
Yes Kyle, still looking forward to seeing what it is you did. I just can't seem to form an image in my head of what you were trying to accomplish. Thanks in advance for whenever you finally get it up for view.
#25
12/13/2004 (3:59 pm)
Here's the movie, sorry for the delays. ;) It's in MPEG4 format and reduced (greatly) in size so as to keep my webserver from howling. The effect occurs several times during the movie, I'm sure you'll be able to pick it out.

http://firoc.org/glyph/GlyphMovie.mp4
#26
12/13/2004 (6:19 pm)
OMG dude, that is some really cool shiznit. Seeing my dome mixed in that was pretty flattering since most of your stuff was better and much better. Those powerups with the rotating rings were pretty sweet. I would love to know how you did that one. Got a problem though, there was so much cool stuff going on that I have no clue which one I'm supposed to be looking for LOL.

Great video and thanks for sharing.
#27
12/14/2004 (7:08 am)
Very very nice ! ... lovely effects...

any chance you could share how you got the particle effects attached to your staff ?

btw great great work ! Love the movie !
#28
12/14/2004 (1:33 pm)
The one you're looking for is the one with patterns which appear in a disc around the character's feet when he casts a buff spell or a curse spell (it looks like a big circular rune or something with crescent moons and a cross to make it look almost like a modified target). The powerups are done with Maya animation combined with particle effects which are spawned inside/above them when they are created. The particle effect attached to the staff is done by adding a node to the end of the staff and then....come to think of it I'm not sure how we mounted the effect on there, I'll check the code when I get back from Christmas vacation. Also, thanks guys for the positive feedback, maybe I'll post the link in a plan. :)
#29
01/05/2005 (7:01 am)
@ Gonzo: These effects are pretty cool. Is there an easy way to get them these particle effects to move with the player?
#30
02/24/2005 (10:26 am)
I am very interesting in it ,could you send me a copy of your code!!very thank!!
#31
04/14/2005 (12:35 pm)
@robert - you can just create a mount point on the player and mount the emitter to the point - i believe that is possible.
#32
08/20/2005 (1:27 pm)
To get Gonzo's script to work with 1.3 I think Function needs to be lower case..
#33
08/21/2005 (1:21 am)
Kyle, any chance you'll make a resource out of orientOnXYPlane. I'm trying to accomplish something similar but I'm having no luck.


Well, actually some luck afterall but still buggy :-)
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