Black Particles?
by Kirby Webber · in Torque Game Engine · 01/05/2003 (7:20 pm) · 6 replies
I have been playing around with damage emitters, and I would like to define an emitter for black smoke.
From what I have gleaned, we have color[0]= r,g,b,transparency and color[1] = r.lifespan,g.lifespan,b.lifespan, and ??.
If I have this wrong, then please correct me, but what I really know is (are you gonna go my way... sorry. Couldn't help it! ;-) ) is it possible to define black? IF you drop all the rgb values to zero in color[0] you get nada. Theoretically it's there but you have told it not to render?!
I specifically remember being impressed by the grenade explosions in Tribes 2, however, they are using a few more channels on their particles than what we apparently have available.
Anyone know how to get black smoke?
From what I have gleaned, we have color[0]= r,g,b,transparency and color[1] = r.lifespan,g.lifespan,b.lifespan, and ??.
If I have this wrong, then please correct me, but what I really know is (are you gonna go my way... sorry. Couldn't help it! ;-) ) is it possible to define black? IF you drop all the rgb values to zero in color[0] you get nada. Theoretically it's there but you have told it not to render?!
I specifically remember being impressed by the grenade explosions in Tribes 2, however, they are using a few more channels on their particles than what we apparently have available.
Anyone know how to get black smoke?
#2
I simply applied the useInverseAlpha right after the texture definition... nada. Is that what you meant?
01/05/2003 (8:37 pm)
Nope. Didn't work, at least if I used it correctly anyway.I simply applied the useInverseAlpha right after the texture definition... nada. Is that what you meant?
#3
01/05/2003 (8:52 pm)
You could download the spaceshock demo. I specifically remember that there were black particles defined in his script that worked in the engine.
#4
01/05/2003 (8:57 pm)
Cool, I'll do just that! Thanks.
#5
01/05/2003 (8:59 pm)
datablock ParticleData(HeavyDamageSmokeParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.5;
constantAcceleration = 0.0;
lifetimeMS = 2000;
lifetimeVarianceMS = 200;
useInvAlpha = true;
spinRandomMin = -90.0;
spinRandomMax = 90.0;
textureName = "~/data/shapes/specialfx/smokeParticle";
colors[0] = "0.7 0.7 0.7 0.0";
colors[1] = "0.3 0.3 0.3 0.7";
colors[2] = "0.0 0.0 0.0 0.0";
sizes[0] = 1.2;
sizes[1] = 2.6;
sizes[2] = 4.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(HeavyDamageSmoke)
{
ejectionPeriodMS = 20;
periodVarianceMS = 6;
ejectionVelocity = 4.0;
velocityVariance = 0.5;
ejectionOffset = 1.5;
thetaMin = 0;
thetaMax = 35;
overrideAdvances = false;
particles = "HeavyDamageSmokeParticle";
};
#6
01/05/2003 (9:12 pm)
EXCELLENT! Thanks Anthony! That does the trick! :-)
Associate Anthony Rosenbaum