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Re: Effect problem [Re: tompo] #125244
04/22/07 10:12
04/22/07 10:12
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline OP
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tompo  Offline OP
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Posts: 776
Poor village - Poland ;)
resluts...

When entity is not moving (i've made bigger to see effect)

nice trail towards player

But when ent is moving

every bmap is separate


Never say never.
Re: Effect problem [Re: tompo] #125245
04/22/07 12:54
04/22/07 12:54
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Posts: 2,640
Earth
how many particles is that? It looks very cool!..
do you give the particles any initial velocity? if yes, how about slowing that down?


~"I never let school interfere with my education"~
-Mark Twain
Re: Effect problem [Re: Germanunkol] #125246
04/22/07 13:51
04/22/07 13:51
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline OP
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tompo  Offline OP
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
code for this is on the first site
but it doesn't work well
When ship is moving those maps are separated (see screen 2) and I have no idea how to create somethig like on screens from Freelancer by Microsoft.
About slowing down... second digits are fps so 90 is a good becouse I've set fps_max to 100 Screen resolutions is 1024x768x32bit
(Sempron 1.8GHz, 1GB Ram DDR1, GForce 6600GT AGP)


Never say never.
Re: Effect problem [Re: tompo] #125247
04/23/07 19:23
04/23/07 19:23
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Posts: 2,640
Earth
One thing I'd do is changing the sprite. I don't have much time right now, but i'll see if I can find something. one that blends better...
One thing you can try and do: add half of the ship's velocity to the particle's velocity...

define a vector at the beginning of your script:

var ship_movement[3];

and every time you c_move, set the ship_movement to the vector by which you move the ship. for instance, if you're doing:

c_move(my, temp, nullvector, ....);
then do
vec_set(ship_movement, temp);
vec_scale(ship_movement, .5);
right in front of that

then, when you call the effect, add the ship_movement to the velocity like this:
vec_add(temp, ship_movement);
effect(thruster_particles,1,my.x,temp);

does this change things at all?

you might want to try using fire2_blue.tga from easy particle 3...


~"I never let school interfere with my education"~
-Mark Twain
Re: Effect problem [Re: Germanunkol] #125248
04/24/07 03:01
04/24/07 03:01
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Posts: 2,503
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Create a function that gets the distance between the new & old position of the ship, and then create a particle every X quants between those two positions.

This will give you a constant trail.


xXxGuitar511
- Programmer
Re: Effect problem [Re: tompo] #125249
04/24/07 07:50
04/24/07 07:50
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
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vlau  Offline
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V

Joined: Aug 2005
Posts: 1,558
HK
Read my old missile trail code may be you'll get some idea from there.

Re: Effect problem [Re: vlau] #125250
04/24/07 16:57
04/24/07 16:57
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline OP
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tompo  Offline OP
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
After a few modifications works great
THX a lot & 5 stars for this code


Never say never.
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