particleEmitterNode and particle fading question
by Shane McLeod · in Torque Game Engine · 08/22/2002 (1:43 pm) · 2 replies
I'm having a hell of a time figuring out how to fade a particle. I know I know, simple, but I just can't find any information.
I've looked at Desmonds great tuts with the campfire example. But I want each "flame" to fade into another for a smoother fire.
For instance, each particle begins to fade at 75% of its lifetime. At about 50% of the lifetime, the next particle is emitted in a location just off from the previous one, within bounds.
What I get now is strobing which is just not convincing at all.
I can see the footprints, footpuffs, etc fading in the game so I know it can be done.
I've looked at Desmonds great tuts with the campfire example. But I want each "flame" to fade into another for a smoother fire.
For instance, each particle begins to fade at 75% of its lifetime. At about 50% of the lifetime, the next particle is emitted in a location just off from the previous one, within bounds.
What I get now is strobing which is just not convincing at all.
I can see the footprints, footpuffs, etc fading in the game so I know it can be done.
About the author
Torque 3D Owner Eric Forhan
Otherwise, make sure your 'times[]' are pretty equal (from 0 to 1, sequential) and then set the alpha (4th number of the colors[]) to what you want... like
If the times are off, like if 'times[1]=0.9' then it will slowly fade from full to half, then very fade to none (in this example).
Other ideas? Could be your offset isn't zero--this would keep it from spawning the particles in the same spot, or the wind isn't zero, gravity, etc.. you get the picture. :) Most likely it's the times/colors, IMHO.
edit: had the "half alpha" set at 0.75. oops!