Game Development Community

Questions about TGB particle engine

by Matt Troup · in Torque Game Builder · 06/26/2006 (10:32 pm) · 3 replies

It's amazing how when we have simple questions we look to others but when we have complex questions we research those ourselves.

1) Can I input finite points in the graph (for sizeXlife... etc)?

2) If I were to use the older particle editor what would I be missing out on/putting myself at risk to?

So far I prefer the "table" version as opposed to the "line graph" version. Within a given emitter I can't say I ever use an abundance of points and visually graphs can be misleading... especially with different scales used for each variable.

#1
07/23/2006 (1:18 pm)
@ 1),

Finite points? I don't understand what ya mean, Mr. Troup.

@ 2),

In my experience all previous particles effects that I've made haven't worked with new versions, whether its the same editor (the old one) or the new, graph editor. I don't know how TGB 1.0 handles the previous version's particles. So, all you can do is try!



disclaimer: I am not to be held for any unexpected crashes resulting in the permanent deletion of any said projects. . . .


:D
#2
08/24/2006 (2:01 pm)
...just going through my old threads here.

By "finite points" I meant that in the old particle editor I could put whatever value I wanted in the table. With the new method of "moving a point on the graph" I could place the point at 1.27 and 1.43, but I couldn't put it at 1.3 even though I needed that exact point (just a general example).
#3
08/24/2006 (4:05 pm)
Yes you can explicitly define points... in the future. For now if you need a specific point, set your minimum to that point, then drag it the point down to the bottom, then set the min back to what you really use. Changing the min/max values doesn't seem to move any graph points that go out of their range, so you should be able to get away with this.