Game Development Community

TGEA Particle Editor

by Robert Rose · in Torque Game Engine Advanced · 12/08/2007 (2:58 am) · 10 replies

Does the particle editor work in TGEA? It doesn't appear to work out of box. To even get it to run I had to modify a line in particleEditor.cs:

exec("creator/editor/ParticleEditor.gui");

It seems to work for one particle effect, but saving or switching to another pfx results in some console errors:

creator/editor/particleEditor.cs (342): Unknown command setEmitterDataBlock.
Object (2077) ParticleEmitterNode -> GameBase -> SceneObject -> NetObject -> SimObject
creator/editor/particleEditor.cs (250): Unknown command reload.
Object CrossbowBoltEmitter(109) CrossbowBoltEmitter -> ParticleEmitterData -> GameBaseData -> SimDataBlock -> SimObject
creator/editor/particleEditor.cs (342): Unknown command setEmitterDataBlock.
Object (2077) ParticleEmitterNode -> GameBase -> SceneObject -> NetObject -> SimObject
creator/editor/particleEditor.cs (342): Unknown command setEmitterDataBlock.
Object (2077) ParticleEmitterNode -> GameBase -> SceneObject -> NetObject -> SimObject

#1
12/08/2007 (3:40 am)
Ahh, I figured it out. There are a couple of places that need changing. This probably isn't a very elegant fix, but it seems to work.

** Dear GG, can you please fix this properly? **

function ParticleEditor::updateEmitterNode()
{
ParticleEditor.resetEmitterNode();
}

function ParticleEditor::resetEmitterNode(%this)
{
if (isObject($ParticleEditor::emitterNode))
{
$ParticleEditor::emitterNode.delete(); // is this even correct?
$ParticleEditor::emitterNode = 0;
}
...
}

And then the exec("creator/editor/ParticleEditor.gui"); line needs to get changed in toggleParticleEditor().
#2
12/08/2007 (5:02 pm)
The particle editor is not officially included anymore and will not work.

some core behavior parts of the particle systems from TGE changed and what you see there IS the TGE editor and will not work in TGEA without further modifications.
#3
12/08/2007 (7:44 pm)
> The particle editor is not officially included anymore and will not work.

It seems to be working... but I haven't tried doing anything serious with it yet tho..

So then, how do people edit particles in TGEA? Boot up TGE, edit there and then copy the data files over to their TGEA project?
#4
12/09/2007 (9:46 am)
That will not work as well.
TGE has features on the particle system TGEA has not (multiple textures per emitter for example, it supports using subareas of a texture only)

You have 2 possibilities:

1. Fully script the effect
2. Take the old particle editor and modify it to work with TGEAs particle system.
#5
12/09/2007 (10:32 am)
Hey, guys, for which particle editor are you talking about? where you download it from?
#6
12/09/2007 (11:52 am)
Its part of the sources but disabled in the regular editors as it does not work.

Check the script soruces for it (you see above where too look for).
It has no C++ representation at all.
#7
12/14/2007 (11:44 pm)
The version eb linked to works in TGEA 1.03, but has numerous problem: Inverse Alpha checkbox doesn't work. Some of the saved particle settings get mixed-up. The UI terribly needs a revamp. I'm sure there's more.

It does generally work, though, and if someone is having trouble tweaking particles, it can help get the right size/speed/color/etc.

The particle editor hails from the Tribes2 days and was released by a former Dynamix employee (if memory serves). All the other versions pretty much were attempts to clean it up for Torque, or fix bugs.
#8
12/16/2007 (1:08 am)
I had removed the post...but since Eric posted about my post...I felt the need to re-add the link: http://torque.feylab.com/
#9
12/16/2007 (1:13 pm)
Is that the same editor of which 1.15 can be downloaded as TGE resource straight from GG?
#10
12/19/2007 (12:12 am)
No clue...I am too busy complaining about this site to even begin to find where 1.15 is located.
I would post more but I have to get back to complaining.