How-Brown Partical?
by Caine Fowler · in Technical Issues · 10/18/2008 (7:22 am) · 6 replies
Well, I've tried for two days now, even downloaded some great torque color resources and I just can't get my particals to be brown.
To simplify the question: I took the TGE starter.fps game and stripped all the crossbow bolt particles except the (CrossbowBoltParticle). My goal is to make a simple partical that makes it look like just a basic bolt is flying out from the crossbow. It all appears to be working fine (even got gravity to pull it down and wind to move it side to side if wind is blowing) so my big issue is the color of the bolt partical. At best I can get a dark maroon. I've tried opening photoshop and getting the RGB values and plugging them into torque color convertors or dividing each value by 255 to get the 0-1.0 value for each and they still will at best give a maroon-reddish color. Is there any way to get a pure brown partical color?? and if so, can someone describe the best way to assign that color to the colors[0],colors[1],colors[2] values to get the best effect? (I'm still a little sketchy on how those colors work in the array values) Right now I have them set to:
colors[0] = "0.400000 0.200000 0.200000 1.0";
colors[1] = "0.400000 0.200000 0.200000 1.0";
colors[2] = "0.400000 0.200000 0.200000 1.0";
(again red ugh)
Thank you in advance for any attention to this post!
Caine
To simplify the question: I took the TGE starter.fps game and stripped all the crossbow bolt particles except the (CrossbowBoltParticle). My goal is to make a simple partical that makes it look like just a basic bolt is flying out from the crossbow. It all appears to be working fine (even got gravity to pull it down and wind to move it side to side if wind is blowing) so my big issue is the color of the bolt partical. At best I can get a dark maroon. I've tried opening photoshop and getting the RGB values and plugging them into torque color convertors or dividing each value by 255 to get the 0-1.0 value for each and they still will at best give a maroon-reddish color. Is there any way to get a pure brown partical color?? and if so, can someone describe the best way to assign that color to the colors[0],colors[1],colors[2] values to get the best effect? (I'm still a little sketchy on how those colors work in the array values) Right now I have them set to:
colors[0] = "0.400000 0.200000 0.200000 1.0";
colors[1] = "0.400000 0.200000 0.200000 1.0";
colors[2] = "0.400000 0.200000 0.200000 1.0";
(again red ugh)
Thank you in advance for any attention to this post!
Caine
About the author
#2
A good way to find out what colours work best in TGE/A is to go into a mission, edit the "Sky object", deselect show sky textures and then tweak the colour value nearby.
Of course as you seem to want it done on a particle, open up the particle edit (F5), select your particle and tweak the colour in real time!
edit: Particle Editor saves the new particle data elsewhere, I think you'll find it somewhere under common....
10/18/2008 (8:16 am)
0.4 0.2 0.2 is a very red version of maroon. Mike's suggestion is a much browner brown. Also try adding some fading transparency to your code (that's the last digit on each line).colors[0] = "0.24 0.14 0.08 1.0"; colors[1] = "0.24 0.14 0.08 0.5"; colors[2] = "0.24 0.14 0.08 0.0";
A good way to find out what colours work best in TGE/A is to go into a mission, edit the "Sky object", deselect show sky textures and then tweak the colour value nearby.
Of course as you seem to want it done on a particle, open up the particle edit (F5), select your particle and tweak the colour in real time!
edit: Particle Editor saves the new particle data elsewhere, I think you'll find it somewhere under common....
#3
10/18/2008 (9:19 am)
The Particle Editor is a great way to tweak your particles in real time. It will save the new data in the Creator directory as individual .cs files for each particle and emitter. Before you try to copy/paste the saved emitter/particle however, make sure you change the keyword new to datablock
#4
thanks again.
C
10/18/2008 (8:29 pm)
Not the "perfect brown" but a much better solution that the maroon color. Thank very much for the info. I am off to play with the particle editor for a few hours/days.thanks again.
C
#5
10/20/2008 (3:24 pm)
Try using with or without useInvAlpha, it makes a huge difference depending on how you need the particles too look. With useInvAlpha, you can just make a brown image and use it without tweaking color values much. Shameless plug but why not try my particle editor instead of the built-in one :p
#6
Just downloaded your particle editor after being lured by your shameless marketing ploy ;)
If it works for me the way I hope, then you can expect to see a reference to you in my credits list of my game. Do you prefer your nickname or your real name in that situation?
thanx all!
10/25/2008 (8:22 am)
Morrock,Just downloaded your particle editor after being lured by your shameless marketing ploy ;)
If it works for me the way I hope, then you can expect to see a reference to you in my credits list of my game. Do you prefer your nickname or your real name in that situation?
thanx all!
Torque Owner Mike Rowley
Mike Rowley