Particle system problems
mr_Nebel
Join Date: 2002-01-24 Member: 36Members
I'm having a few troubles with the particle system so I was wondering if I could get help with them.
1. I'm pretty sure this is a GFX card issue cos I saw something about it ages ago BUT i'm getting this really weird effect of small sqaures appearing through low alpha value particles (see attached screenshot) and was wondering if anyone else had run into this and what they did to fix it. (I'm running a Geforce 256 with the 21.83 drivers)
2. The ingame particle system editing won't work for me, I can get the sliders up but whenever I go to edit them they set to zero and won't let me edit them again (not sure if this is a known bug cos I haven't been around here very long).
3. Any tips on making a good distance haze i've been working on it for a few days now and it all looks crap.
Thanks in advance
1. I'm pretty sure this is a GFX card issue cos I saw something about it ages ago BUT i'm getting this really weird effect of small sqaures appearing through low alpha value particles (see attached screenshot) and was wondering if anyone else had run into this and what they did to fix it. (I'm running a Geforce 256 with the 21.83 drivers)
2. The ingame particle system editing won't work for me, I can get the sliders up but whenever I go to edit them they set to zero and won't let me edit them again (not sure if this is a known bug cos I haven't been around here very long).
3. Any tips on making a good distance haze i've been working on it for a few days now and it all looks crap.
Thanks in advance
Comments
There is a shadowed rumor (I don't want to let cats out of any bags) of a 'haze' entity in NSTR2. Don't quote me on that though. I can't guarantee anything!
For haze you will need a sprite that has no 'hotpost' (As Merkaba put it), a sprite that is uniformly coloured all over. Then you need to place them as slow-moving large particles that fade in and fade out, so that it looks like drifting fog. Merkaba does it by simply using really large env_sprites spaced apart in his corridors, but a particle system can do it too if you want movement.
<!--EDIT|Moleculor|Jan. 26 2002,22:11-->
I saw it mentioned in an article AGES ago but can't remember where it was.
Here are the tjomgs
targetname -
P_GenerationSource -
P_GenerationShape - Box
P_Sprite -
P_SpriteNumFrame - 1
P_GeberationShapeParameter -
P_NumParticles - 50
P_GenerationRate - 50
P_Size - 1.0
P_SystemLifetime - -1
P_Lifetime - -1
P_StartingVelocityShape - Box
P_StartingVelParameters - 0,0,0,0,0,0,0,0
P_Scale - 1.0
P_MaxAlpha - 1.0
P_RenderMode - Additive -> (src*a+dest)
P_PSToGen -
P_AnimationSpeed - 1
Flags:
start on, fade out and minimize edges
I compiled the map completely before testing.
halflife defaults to 16 bits per pixel...add -32bpp to the command line when running halflife.
Thank you!
maybe haze.spr needs to be changed to 16bit so that it doesn't do this to people on older machines.