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Rotating particle... #288296
09/05/09 08:25
09/05/09 08:25
Joined: Apr 2009
Posts: 248
Philippines
seecah Offline OP
Member
seecah  Offline OP
Member

Joined: Apr 2009
Posts: 248
Philippines
Hi All,

I just want to ask if there's any way that we can let each particle rotate?

I'm using a bitmap for particle effect and I want it to be rotating as the alpha and lifespan decreases..

We've tried to use a bitmap (xxxx+6.tga) but also doesn't work

Hope anybody can advise...

Thanks



Can't is not an option™
Re: Rotating particle... [Re: seecah] #288297
09/05/09 08:47
09/05/09 08:47
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
Expert
alibaba  Offline
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
there was contribution here about rotating particles. search in the lite-c contributions.
EDIT: i didnt find it. however, i uploaded it. here:
http://ifile.it/6rsbtua

dont forget to thank gameus!

Last edited by alibaba; 09/05/09 08:52.

Professional Edition
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Re: Rotating particle... [Re: alibaba] #288311
09/05/09 09:49
09/05/09 09:49
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
just use sprites for it, make them face the cam(pan=0 tilt=0 roll!=0), make it passable and apply a action that does the init and the job of the particle event.

Re: Rotating particle... [Re: Scorpion] #288313
09/05/09 10:02
09/05/09 10:02
Joined: Apr 2009
Posts: 248
Philippines
seecah Offline OP
Member
seecah  Offline OP
Member

Joined: Apr 2009
Posts: 248
Philippines
Ahhh.. So there's really no way that you can rotate a particle by not making it a sprite?



Can't is not an option™
Re: Rotating particle... [Re: seecah] #288339
09/05/09 12:46
09/05/09 12:46
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Another option would be to actually "draw" for each angle a version of the bitmap and save it to file. Then, load all bitmaps into an array for instance and use one of the particle skills that stores the "angle". In the particle function you could then evaluate the angle and normalize it back to array index. E.g. if you have 8 bitmaps for 360°, and the angle is 75°, then the array index is

int index = (int)((angle / 360.0f) * 8.0f) % 8;

This looks only good if you have ~15 fps or more. That means, that if you have a cycle in x seconds, you have to have 15 * x frames for your cycles. So, if your sequence (e.g. a full 360° rotation) is done approx. in 0.7 seconds, you would have to have at least 10 frames.

OF COURSE, this is very memory consuming dependant on your particle size and the image compression type. I always recommend DDS for sprites and textures.. this can reduce memory very much.

Best regards,
Christian

Re: Rotating particle... [Re: HeelX] #288499
09/06/09 21:29
09/06/09 21:29
Joined: Jul 2009
Posts: 36
S
SomebodyNew Offline
Newbie
SomebodyNew  Offline
Newbie
S

Joined: Jul 2009
Posts: 36
Quote:
I always recommend DDS for sprites and textures..

DDS? What is that?
Didn't find anything using the forum search.

Re: Rotating particle... [Re: SomebodyNew] #288501
09/06/09 21:35
09/06/09 21:35
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
it is not something engine spesific, it means "DirectDraw Surface" some sort of texture format. google it.


3333333333
Re: Rotating particle... [Re: Quad] #288502
09/06/09 21:35
09/06/09 21:35
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany


no science involved

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