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Workshop 39 Particles. #152972
09/09/07 12:17
09/09/07 12:17
Joined: Jun 2006
Posts: 19
H
Hogona Offline OP
Newbie
Hogona  Offline OP
Newbie
H

Joined: Jun 2006
Posts: 19
Hi George, Great work with the Magazine.

I am trying to run the particle workshop and it runs fine except the earth particle demo.
When I press the "e" key nothing happens.
I examined the code and made the earth entity visible, and the roll, tilt etc, works, but no particles.

I changed the particle_lifespan variable to start at 100 ( because I cant see anything in the code that changes this variable), therefore the life span of each particle would start at 0 and therefore die. Still no particles.
I ran debug mode and got strange results for Vec_For_Vertex. thinking this may have been I problem, I made each particle start at the entities position, but still no particles.

Has any one else had trouble with this section of the code?

My version of game studio is commercial 7.02.4

I am from Australia and time is different over here, so I probably won't get your answers until tommorrow night. So there will be a delay before I can Respond.

Thank you in advance

Hogona.

Re: Workshop 39 Particles. [Re: Hogona] #152973
09/09/07 12:49
09/09/07 12:49
Joined: Jun 2006
Posts: 19
H
Hogona Offline OP
Newbie
Hogona  Offline OP
Newbie
H

Joined: Jun 2006
Posts: 19
O.K, The tga file had no mask and was showing as invisible. I tried another file and it worked. I loaded the earth_tga file into paint shop pro, gave it a mask, save and used it, and it worked. However I still find that particle_lifepan has to be initialized with a value like 100 or so, or the particles die before they are visible.

Any how I got it working and it's a great effect. I am definately going to play around with particles.

Looking forward to the next magazine.

Re: Workshop 39 Particles. [Re: Hogona] #152974
09/11/07 05:56
09/11/07 05:56
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

Expert
George  Offline

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
You are right about the mask. The newer versions of the engine require tga files with an alpha channel (that's the main advantage of the tga format over bmp or pcx, after all).


Moderated by  George 

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