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by Steve_Yorkshire
Tue May 23, 2017 12:04 am
Forum: Beginner
Topic: Particle Emitter Confusion
Replies: 6
Views: 74
Okay, found a problem. All the particles in the explosion get the modification passed to them because mInitiialNormal gets reset. So here's the fix. Leave Britney/mInitialNormal Alone!!!! ;) explosion.cpp //---------------------------------------------------------------------------- // Update emitte...
by Steve_Yorkshire
Mon May 22, 2017 10:08 pm
Forum: Beginner
Topic: Particle Emitter Confusion
Replies: 6
Views: 74
Okay, after much sniffing up the wrong tree I eventually got what I wanted. Initially I managed to make particleEmitterNode rotate on the Z axis. So then it turns out explosionData particles do not use particleEmitterNodes --- and I didn't have much success rotating the axis of the emitter for eject...
by Steve_Yorkshire
Mon May 22, 2017 6:09 pm
Forum: Beginner
Topic: Particle Emitter Confusion
Replies: 6
Views: 74
@
User avatar
Duion
Exact same problem. Stock grenade explodes when it stops and is thus pointing upwards, so the smoke ring is ALWAYS horizontal to Z. So using it as a normal impact projectile gives the vertical orientated explosion against a vertical surface.
by Steve_Yorkshire
Mon May 22, 2017 6:02 pm
Forum: Beginner
Topic: Particle Emitter Confusion
Replies: 6
Views: 74
So I added a flag in ParticleEmitterData to check for rotation around the Y(?) axis and then use that for aligning the normal at (0, 1, 0) on the ParticleEmitterNodeData. Fine for particleEmitters ... except it turns out explosionData particles don't use the ParticleEmitterNodeData object ... (fuuuu...
by Steve_Yorkshire
Mon May 22, 2017 3:56 pm
Forum: Beginner
Topic: Particle Emitter Confusion
Replies: 6
Views: 74
I've got a little confused with particleEmitters - especially the usefulness of phiVariance and phiReferenceVel . What I want is to create a ring on the vertical , but only seem to be able to do this on the horizontal . Here is what I've got. A ring on the horizontal when creating an emitter with Th...
by Steve_Yorkshire
Fri May 05, 2017 8:52 pm
Forum: Assets
Topic: New Rain Texture For Precipitation
Replies: 2
Views: 133
@Azaezel had posted the wetness shader on irc and I had taken the image which it used for the rain and started messing around with it to try and make a better rain texture for the precipitation object. I found that making it much larger by copying the texture repeatedly on to a 1024 image, giving it...
by Steve_Yorkshire
Tue Apr 18, 2017 5:20 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 131
Views: 13736
Very cool, Jeff. :D
by Steve_Yorkshire
Thu Feb 16, 2017 9:42 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 131
Views: 13736
That feel when you've become an avatar for an open source game engine ...
Image
badumtsss! ;)
by Steve_Yorkshire
Thu Feb 16, 2017 9:35 pm
Forum: MegaMotion
Topic: New tutorial videos
Replies: 4
Views: 275
Cool stuff, @
User avatar
chriscalef
! I think you've created a whole new meme; le_creeping_underpants_man ;)
by Steve_Yorkshire
Thu Feb 16, 2017 9:29 pm
Forum: Gameplay
Topic: Side-scroller Scripts
Replies: 3
Views: 199
Cool stuff, Britt :)
Super Torque Bros ;)
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