Game Development Community

Particle Editor

by Kira · in Torque 3D Professional · 07/08/2009 (4:07 pm) · 6 replies

Is there a particle editor in beta 3 yet? now that the Decal Editor has taken the F5 slot not sure how to access it?
Can it be accessed with he console if it's there.
We really need to create some particle effects soon and get them working but we cannot even edit the ones that are there at the moment with no editor
Also what is the go with Soft Particles? ..are they integrated with the supplied default emmitter nodes or do we access these another way?
Is it a bug that Emitters cannot be scaled or rotated in the world editor ?, because we can't seem to get these to work.

Thanks in advance

#1
07/08/2009 (4:42 pm)
For Beta 4 and Release, I believe we have a different editor that will be used for modifying particles and other objects...the original Particle Editor can be considered dead and buried.
#2
07/09/2009 (12:05 am)
The particle editor is still accessible within T3D; however, you have to first be in world editor mode and then press F11 to get into "Play" mode. From there, if you press F5, you'll be presented with the Particle Editor.
#3
07/09/2009 (4:02 am)
@Jordan
At first I was like WTF is the use of that info? because the particle editor has been busted from the beginning -- but it looks like someone "fixed" it, even though it still has several hard-crash causing bugs. So good catch, I never ever noticed that it was working again :D

But then it will still probably be going away anyway -- which is good considering it hasn't been updated for any of the "new" particle system changes since the TGE days it was never updated for TGEa either.

Quote:
We really need to create some particle effects soon and get them working but we cannot even edit the ones that are there at the moment with no editor
Believe it or not but every single weapon, projectile, and explosion effect (and a few others) in the FPS kit was done manually in a text editor :D

Quote:
Soft Particles?
It should just work, you shouldn't have to do anything to enable it. From particleEmitter.cpp:
softnessDistance = 1.0f;
It's a subtle effect, and it only appears to work in Advanced Lighting. You can add that field to your particle emitter datablocks and increase the distance of it's fading or "softness" effect, but reducing it 0 turns it off
#4
07/09/2009 (4:16 am)
Really? a text editor..... I am an artist , my wife is the dev so I am used to a GUI
I think that might be something I have to look at , Its a shame we can't save out Maya particle effects , and get them in the engine via an exporter .
But the particles are starting to look ok anyway , so its probably fine.
Just been doing Waterfalls , pretty much identical to Crysis ,scrolling animation water/foam over rocks with a couple of light white smoke emitters over that , just trying to get the player splash rings on the water at the bottom to render , and it will look identical.
#5
07/09/2009 (7:19 am)
I believe the particle editor will be replaced by the rumored datablock editor. It was pretty much what the particle editor did: it allowed you to edit the particle datablocks parameters.
#6
07/09/2009 (10:19 am)
Quote:
@Jordan
At first I was like WTF is the use of that info? because the particle editor has been busted from the beginning -- but it looks like someone "fixed" it, even though it still has several hard-crash causing bugs. So good catch, I never ever noticed that it was working again :D

Ye dare question, muah? :P