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Re: Aum82 ready [Re: George] #252658
02/19/09 13:40
02/19/09 13:40
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
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VeT  Offline
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Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
i just want to know if i can render partocles on the screen

not to create an explotion in 3d, but just render like that shotgun with the help of
Quote:

flags2 = VISIBLE; // visible on screen from the start
client_id = camera; // same camera parameters as the default view



1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Aum82 ready [Re: VeT] #252686
02/19/09 18:00
02/19/09 18:00
Joined: Jul 2007
Posts: 424
EUROPE
maslone1 Offline
Senior Member
maslone1  Offline
Senior Member

Joined: Jul 2007
Posts: 424
EUROPE
Yes, i saw this in the game "X3".....

What i know: its possbile!

One possible way:

you create a bitmap in the game and draw the starfield on to the map. and then you use the code i have added in the thread before. So the bitmap with the starfild rotates with the cam and move with the cam. (only the pan, roll, tilt of the bitmap must be sepperate set to the cam-angles). So you can handle every star on the bitmap and make some nice effects.....


there are some other possible ways.....


cheers
marcel


A8c, Blender, FlStudio, Unity3d
Re: Aum82 ready [Re: VeT] #252775
02/20/09 07:04
02/20/09 07:04
Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
You can create regular particles and keep them visible for as long as you want by setting a non-zero value (5, 10, etc) for their lifespan in their event function. Then, if you want to move them together with the player, you can use their vel_x... vel_z parameters, setting them according to player's speed. This way you can achieve a similar behavior with the ENTITY* entities (if this is what you want).

Another method would be to use an invisible entity that moves with the player and vec_for_vertex to emit the needed particles from the desired vertices; this way you'll have the movement part solved from the very beginning.

Re: Aum82 ready [Re: George] #253068
02/22/09 14:04
02/22/09 14:04
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
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VeT  Offline
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
if i emit particles from entity, that stands in front of camera, particles aren't move like i need: i want them to move independent of camera movement or rotation
(for example, i make a rocket with particle-tail that may fly up(and particles - down in the stable path) independent of camera movement), thats why i asked about "client_id = camera;"

now i'd try to work with camera's velocity and to add it to particle's vel_x, but maybe there is more simple way? (for example, add position, not velocity)


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Aum82 ready [Re: VeT] #253127
02/22/09 23:00
02/22/09 23:00
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
Serious User
VeT  Offline
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
another trouble
i have a rocket(sprite) and tail(particles)... particles are rendered before sprite, so how can i render them after rocket?
(looking like work with layers, but i'm not sure that there are layers for particles)


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Aum82 ready [Re: VeT] #253152
02/23/09 05:55
02/23/09 05:55
Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
If you are working in fake 2D you can simply increase the height (z) of the particles.

Re: Aum82 ready [Re: George] #253177
02/23/09 10:40
02/23/09 10:40
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
Serious User
VeT  Offline
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
maybe i missed something, but particles were mixed in render with sprites.. anyway, aum 82 helped me: i get screen coordinates of emitter (vec_to_screen) and move panels here.. looking like this works smile


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Aum82 ready [Re: VeT] #253234
02/23/09 16:22
02/23/09 16:22
Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
It's good to hear that you have got it working.

Re: Aum82 ready [Re: George] #253398
02/24/09 14:59
02/24/09 14:59
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
Serious User
VeT  Offline
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
thank you smile


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
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