Projectile Particle Trails
by Paul /*Wedge*/ DElia · in Torque Game Engine · 10/28/2005 (4:46 am) · 28 replies
Does anybody know why, especially with fast moving particles (a few hundred velocity or so), the particle trail (and .dts) may show up a tick or so after where it was created (a significant distance that looks very awkward and makes it invisible at close range). I even added a value that is set to the projectiles position at onAdd and used as the starting point for emitParticles in projectile.cc, and it still will miss that area at times. I've tried messing with values in the interpolateTick to use for emitParticles, but haven't had any more luck with that. Given the projectile still hits even if the particles never show up, I have to imagine the data exists somewhere there to fix this.
About the author
#22
11/01/2005 (5:13 pm)
Nifty particle stream. How did you achieve the spiral effect?
#23
11/01/2005 (6:28 pm)
I like that too. i could use something like that.
#24
11/01/2005 (7:13 pm)
Often passed over particle value, PhiReferenceVel. Set an ejectionOffset and it will make the emitter spin around the center point. I had to edit particleEngine.cc because it was clamping as if it were an angle value (0-360), when it's a speed. The value on those is like 7200.
#25
12/22/2005 (2:49 pm)
@Paul 'Wedge' D' Elia:Quote:If anyone is interested I can make it into a resource I think.I would be VERY interested into this being made into a resource. It is something I've wanted for quite a long time, and now that all of my weapons have projectile trails it would be of extreme significance and importance that your changes be implemented. It would greatly improve the visuals of my game. I would be unendingly appreciative of you if you put this up as a resource. Thank you. :)
#26
12/22/2005 (5:44 pm)
Well, I'm away from my work for the holidays, but I can do that once I get back home in January. Do note it will _only_ fix particle trails, because they can be retroactively rendered, not any potential .dts shapes on the projectile.
#27
12/22/2005 (5:51 pm)
Not a problem. Thanks very much.
#28
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9553
01/12/2006 (12:24 pm)
Eh okay, apparentley my initial submission exploded. Seems to be up now, you can get it here.www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9553
Torque 3D Owner Scott Richards