Dust Particles Not Working. - by Ravenhook
Ravenhook on 16/4/2017 at 15:30
Usual headaches..got some nice lightshafts and would like the proverbial dust particles but mine stubbornly refuse to work, here's what I have done:---
I created a new child under SFX/GasFX/SmokePuff and named it Dust.
Edited it and added
ParticleLaunch Info
Launch Type - Bounding Box
Box Min x-5 y-2 x-2
Box Max x 5 y 2 z 2
Velocity Min z-0.1
Min Time 2.0
Max Time 5.0
Added
Particles
Active - checked
Renderer Type - Single Colored Disk
Particle Animation - Launched Continually
Particle Fade Group - Motion immobile
Number of Particles - 100
Size of Particles - 0.03
Gravity Vector - Z-0.01
Color (Palettized) - 7
2nd Color - 15
Alpha - 128
Fixed Group Radius - 0.50
Pulse Magnitude - 0.10
Pulse Cycle - 1000
Fade Time - 2.00
Launch Period - 0.03
Group Scale Velocity - 1.25
Always Simulate Slow - Checked
Always Simulate Group - Checked
Added
Tweq/Delete State none, none, 0, 0 and Shape/Scale 1.0, 1.0, 0.75
I copied the settings from ink and dust but when I create it and go in game there are no dusty bits...:(
What have I done wrong...I have stared at the screen for so long that my eyeballs have pushed my glasses off my nose twice.:laff:
john9818a on 16/4/2017 at 18:44
At first glance, I noticed that you didn't specify a Velocity Max or x & y values under Velocity Min under ParticleLaunch Info. I'm guessing that is just omitted in error in your post.
Ravenhook on 16/4/2017 at 20:04
There were none in the particle launch info that I copied from dust and ink and I checked it twice just to make sure.:confused:
Daraan on 16/4/2017 at 20:58
I tried to recreate it with your info and have no problem, but what I realized is that with Color (Palettized) - 7(grey) and the alpha value the particles are very hard to notice depending on the background.
Beside that the other two ideas that come to my mind are that
The object still gets destroyed. The Tweq settings are copied to the concrete object if you created it while delete state was still on ON your concrete object would still have it and gets deleted. Same would apply to the particle property.
The particle effect gets turned off by something else.
You could add NVScript on your object and check if you find something, like ScriptEnd - but tab out while beeing in GameMode, ScriptEnd will also be received when going back to the Editor.
Unna Oertdottir on 16/4/2017 at 21:19
Do you try to set it on the water? It has a receptron (water stim) to destroy itself that inherits from SmokePuff.
john9818a on 17/4/2017 at 03:39
Now that I think of it, isn't the smoke puff normally attached to the combat bot? If so then maybe your object is falling through the floor... or am I thinking wrong?
Ravenhook on 17/4/2017 at 21:32
Tried doing it under a FireFx instead and I just cannot get it to work..so I will have to do without falling dust I'm afraid...nevermind.
R Soul on 17/4/2017 at 22:07
Quote Posted by Ravenhook
There were none in the particle launch info that I copied from dust and ink and I checked it twice just to make sure.:confused:
"0" is not the same as there being no value.
Here's a file I made where I copied the values you posted (using 0 for the other velocity numbers).
(
http://www.mediafire.com/file/02wadthboac9b72/dustFXtest.zip)
It works fine.
Ravenhook on 18/4/2017 at 09:16
I copied everything from your settings and it still refuses to work...it works very nicely when I go in game with your demo but in my level this will not work, if I hadn't had my hair cut I would have pulled it all out by now and look like a billiard ball.:laff:
Unna Oertdottir on 18/4/2017 at 09:23
Load NVScripts and put the nvspy script on the sfx object. You might find out what's going on.
Or type
set game_mode_backup 0
go in game mode (and back), make a screenshot of the sfx settings of this object and post it.