animated particles
by Lars Ricaldi · in Torque Game Engine · 06/09/2002 (8:35 pm) · 3 replies
I'm traying to have animated particles, it seems that torque uses ifl files but I dont know how to use them, I used the ParticleData class, it has a variable called animTexName (or something like that) I give the path of the ifl file that I have, there is also a bool variable, I think it is animateTexture, I set it to true, and there is one more called numFrames.
What I did is give the path of the ifl file to animTexName, but do I do this with the extension, without it, or is there a special path I need to put my ifl file in?. and also , do I have to set the numFrames variable or its automatic?.. Does anyone have a useful example of how to set animations for particles?.
thank you
Lars
What I did is give the path of the ifl file to animTexName, but do I do this with the extension, without it, or is there a special path I need to put my ifl file in?. and also , do I have to set the numFrames variable or its automatic?.. Does anyone have a useful example of how to set animations for particles?.
thank you
Lars
About the author
#2
So they would be done in 3D Studio Max and then exported with the model.
06/10/2002 (2:42 am)
The .ifl files are referenced by the .dts files (at least in Tribes2 they are) for things like the plasma chamber of the plasma gun, lights on the weapons, etc.So they would be done in 3D Studio Max and then exported with the model.
#3
06/10/2002 (8:26 pm)
that is for 3d models, but how about the particles of an explosion atached to a projectile, you have to refer to the files you are using in the script, there is no dts for that.
Torque Owner Jane Austen
I searched the web, and found this, 3DV IFL Editor for 3ds max, hope this may help.