Essentials Series/Particles: Difference between revisions
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== Particle Assets ==
When using particles, you need to deal with three asset types.
* Particle Emitter ([[PARE]]), which controls where particles will be emitted, is the simplest to deal with.
* Particle Properties ([[PARP]]), which controls how particles change during their lifetime (size, color, movement) is the most complex of the 3.
* Particle System ([[PARS]]), which controls the rendering data for a particle (including the texture), is the one we don't know much how to change yet, as it contains a constructor function for the particle in its data which is best left alone for now (I would recommend changing only the particle texture and the render modes if you understand what they mean).
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By setting the Emitter Type to one of the possible shapes, you can choose if the particles emit from a point, sphere, box or line shaped region, for example. This region will be placed in the center of the emitter position. The PareSpecific region contains the information about this region, which you can change.
The Emitter property has a reference to the asset you want the particles to emit from (entity asset or group of markers):
If you want, you can set the Emitter_AssetID property to 0 and set the XYZ values of the emitter position directly in the PARE asset.▼
* To use [[MRKR|marker]] assets as emitters, place as many markers as you want using the template. Place a [[GRUP|Group]] template as well and put all the markers in the group. Put the Group's assset ID in the
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Use [[#Events|events]] to control particle emission.
▲To use [[MRKR|marker]] assets as emitters, place as many markers as you want using the template. Place a [[GRUP|Group]] template as well and put all the markers in the group. Put the Group's assset ID in the Emitter_AssetID field of the PARE. The particles will be emitted from all the markers.
▲Another option is to use an [[Asset#Entity Assets|entity asset]]. Set the EmitterType to Entity Bound and the asset ID of the entity in the Emitter_AssetID field of the PARE. The particles will be emitted from the entity's position at the time of emission.
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* Interpolation Value 0/A: this is the minimum interpolation value for the struct.
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* Frequency (Random, Linear and Step): this is the frequency in which the values for the Random, Linear and Step functions will be updated.
* Frequency (Sin and Cos): this is the frequency in which the values for the Sine and Cosine functions will be updated.
* Interpolation Mode: this defines which function will be used to choose an interpolation value for this struct. The value chosen for each particle is a function of the particle
** ConstA: always value 0/A.
** ConstB: always value 1/B.
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* 13 - Unknown/Unused
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▲== Events ==
▲* '''On''': send this event to the PARE to begin particle emission.
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