Ravenhook on 16/11/2013 at 16:53
Second question
I have some glyph objects, can I animate them so that they fall like water drips as in the h2o stream flat or some sutch...if it is possible how do I set it up please.
Thank you.
:D:D
MysteryMan on 16/11/2013 at 21:22
Quote Posted by Ravenhook
Second question
I have some glyph objects, can I animate them so that they fall like water drips as in the h2o stream flat or some sutch...if it is possible how do I set it up please.
Thank you.
:D:D
What I would suggest, is to study a mission that has rain,snow, and one that has falling leaves. The transparency of the glyphs would be crucial, say for instance, to fall as the leaves do. Copy the settings on falling leaves, because they should float gently toward the ground enough to make them out as glyphs. This might require some bitmaps.Bitmap/glyphs
R Soul on 16/11/2013 at 21:39
I wouldn't use the rain/snow system. That's more for large areas such as outside. You're in the right area for the file location, but there's a little more to it. You need bitmap\glyph.tga (or png, dds etc), but you also need at least one copy called glyph00.tga in bitmap\txt. I think it's because the image-particle system assumed you're going to have animated textures, so the one in bitmap is the placeholder you see in Dromed, and the one(s) in txt are the frames you see in game mode.
Create a water particle effect that close to what you want, then edit the SFX > Particles property. For Particle Render type select Scaled Bitmap or Bitmap Disk. Then just play with the numbers and see what happens. If you select Bitmap disk, you can use the 'bm-disk' values as well as the normal ones.
Ravenhook on 16/11/2013 at 21:39
I have falling leaves tutorial tucked away in my folders, I have a stack of glyph bitmaps which I got from that site that I shared on the resources topic and I have them set up on my dromed...I can increase or decrease the transparency to make them appear more solid.
This is to tie in a certain bad character to this story line of mine...so far touch wood dromed hasn't hiccuped.. I am using newdark 1.21...what a lovely piece of work.
:D:D:D
Ravenhook on 17/11/2013 at 13:43
Done it.
I used an h2o stream flat, changed the number of particles to 1, changed it to scaled bitmap.
I looked in the obj folder, opened the txt16 subfolder and copied the glyph that I wanted to used and copied it into the bitmap folder, I then used the name of the glyph (glyph001) in the bitmap name box in the particles property and hey presto...a falling glyph.
Now if I replicate it a couple more times with different glyphs and rotate the whole thing I will have the effect I am looking for.
Fun this isn't it.
:D:D
Yandros on 17/11/2013 at 18:06
If you make the other glyphs have the same filename but increment the number (01, 02 etc.) in the \bitmap\txt folder, and then increase the number of particles, it will randomly pick from all the glyphs without having to duplicate the SFX object. You can easily also have larger numbers of mixed glyphs that way too.
Ravenhook on 18/11/2013 at 11:44
Thank you Yandros...I have just used the single glyph shape for now but will tinker with the results later.
[IMG](
http://s558.photobucket.com/user/Ravenhook_2009/media/dump007.jpg.html)
Inline Image:
http://i558.photobucket.com/albums/ss30/Ravenhook_2009/dump007.jpg[/IMG]
:D:D
Yandros, I read that you did a tutorial for setting up glyphs to open a secret area but the link says that the topic hasn't been created yet so I guess it has been deleted. Do you still have that tut and please may I have a copy.
Thank you.
I have found the text in the Dromesday Book.
What I am looking to do is to have to touch four glyphs to open a secret door...or is this too difficult to set up.