Page 2 of 3

Re: Ring particle emitter?

PostPosted: Tuesday, 10.June 2014, 17:54
by Skinnytorus
So... Everything's looking fine and dandy so far. Have a look at my sketch of a gaseous star made available due to the latest commits! ;)
A really useful update! Still testing though... Any thoughts on making such alignment for the mesh FromVertex operator?

Re: Ring particle emitter?

PostPosted: Tuesday, 10.June 2014, 18:32
by Skinnytorus
I wish Sparkle could support the aligned modes... It was not originally supported, but there is still hope... [-o<

Re: Ring particle emitter?

PostPosted: Tuesday, 10.June 2014, 19:17
by ikam
nice.
I'm checking that.

Re: Ring particle emitter?

PostPosted: Tuesday, 10.June 2014, 20:29
by Skinnytorus
Cool. Good luck there! :)

Re: Ring particle emitter?

PostPosted: Tuesday, 10.June 2014, 20:29
by ikam
It seems to be a bug in chunks, with an incorrect scale (0) for meshes
try to change the line 1141 in fxpartilces.cpp
to replace : Source->Func(PInfo[i],Time,Para.LookAhead*i);
by : Source->Func(PInfo[i],Time+Para.LookAhead*i,Para.LookAhead*i);

and test this

Re: Ring particle emitter?

PostPosted: Tuesday, 10.June 2014, 20:53
by Skinnytorus
Yeeeeeeeeeeeey! Works! There is only one bug I can see this far: It seems that sparkle doesn't pick up direction when Ballistic is in clamp mode.

Re: Ring particle emitter?

PostPosted: Wednesday, 11.June 2014, 06:24
by ikam
I fixed the null scale bug of chunks in the sparkles operators.
for clamp don't know yet...

Re: Ring particle emitter?

PostPosted: Wednesday, 11.June 2014, 06:25
by CybeREX
in wz4 modelling for me is hard things =) maybe need to find another ways =)
PS. Ah, good updates, sadly that I switch to another things =) But when I complete first work, then I want create stars ;)
GroundReactor_someTextures.jpg

GroundReactor2.jpg

Re: Ring particle emitter?

PostPosted: Wednesday, 11.June 2014, 07:40
by ikam
nice, are you doing a complete remake of fr-08 or just this scene ?

Re: Ring particle emitter?

PostPosted: Wednesday, 11.June 2014, 08:31
by Skinnytorus
CybeREX
Good job, mate. Keep it up! :)

ikam
OK. Clamp mode is rarely used... so no big deal if you don't see a solution right now... What do you think of making normal alignment work with FromVertex? (mesh)?

Re: Ring particle emitter?

PostPosted: Wednesday, 11.June 2014, 09:14
by ikam
I'll take look.

Re: Ring particle emitter?

PostPosted: Wednesday, 11.June 2014, 10:02
by CybeREX
Thanks guys!
Main idea was completely remake all fr-08 scene with procedural or photoshopped textures. But now I prefer more scene changes. I have plan on each scene what to add on it =)
For example - above screenshots with... call it "reactor" now have barrels on map and 3D rocks near crater.
Because demo limit on CC14 is 64mb.
64mb-15mb sound data -3 mb wz player data = 46mb free space too fill with texture and geometry.

Here is example of first scene sketch uses 3d texture - displace on flat high poly cube. Looks nice for me. But now I have another Idea, what to do in first scene =) ech... don't know now, would it better or not =)
FirstScene scetch.jpg

Re: Ring particle emitter?

PostPosted: Wednesday, 11.June 2014, 11:01
by Skinnytorus
CybeREX
Yo. Looks sexy! :) You'd better open a new thread in snippets or demos section. No offense, man... but I've got this red plate flashing: Warning: Off-topic detected! ;)

ikam
Will you please commit this as well:
It seems to be a bug in chunks, with an incorrect scale (0) for meshes
try to change the line 1141 in fxpartilces.cpp
to replace : Source->Func(PInfo[i],Time,Para.LookAhead*i);
by : Source->Func(PInfo[i],Time+Para.LookAhead*i,Para.LookAhead*i);

Thank you.

Re: Ring particle emitter?

PostPosted: Wednesday, 11.June 2014, 11:24
by ikam
I made another fix for that problem and it's already commited ;)

Re: Ring particle emitter?

PostPosted: Wednesday, 11.June 2014, 11:38
by CybeREX
Yes, no problem. Sorry for offtopic.
He-he, in the morning I made new wz4 build and now we have another updates =) Going to github to grab new features =)
Thx ikam!