Mikeys_Blade on 20/11/2006 at 04:01
HI, I'm trying to make a water brush come into contact with another water brush and added a ripple core and ripple effect. It doesn't keep going and just stops after it makes one ripple:bored: . How do i make it to where the ripple effect keeps going? Thanks
--Mikey
Sluggs on 20/11/2006 at 04:43
Add: Tweq/Scale and change "Destroy Obj" to "Continue"
Vigil on 20/11/2006 at 10:30
sluggs, I think you mean the Tweq/Emit property on the RippleCore object, not the Tweq/Scale property.
Mikeys_Blade: you don't need to create a separate RippleEffect object - RippleCore spawns these itself, it's a kind of emitter. Just create a RippleCore, then edit it to add the Tweq/Emit property. On the property dialog that comes up, change Halt from "Destroy Obj" to "Continue".
You'll also see Rate and Max Frames fields on the Emit property dialog. Rate is the rate at which it produces new ripples; I can't remember if lower is faster or slower, but you can figure that out from testing. Max frames is the maximum number of ripples it will make before halting, which is irrelevant for this since Continue tells it to start all over again after halting.
SimSmallRad tells it to spawn ripples only when the player is very nearby - you may want to change this to SimLargeRad, if the ripple effect should be able to be seen from far away.
Nameless Voice on 20/11/2006 at 14:58
You might also want to mess with the maximum sizes in the Tweq->Scale property on the RippleRing archetype, because the defeault maximum size of the ripples is quite small.
R Soul on 20/11/2006 at 15:02
And make them slightly transparent.
And if you want to make things harder for yourself, use GayeSaver's TrapPhantom script to make them increase transparency over time (i.e. as they move outward) :p
ZylonBane on 20/11/2006 at 15:24
And don't use the built-in polygonal ripple object... it looks like something out of TRON. A simple bitmap looks much better.
Vigil on 20/11/2006 at 15:43
Indeed. I use a TGA one that I threw together, which works very well when you also apply a fast spin to it (using Tweq->Rotate). You can <a href="http://www.washboardabs.net/thief/models/#ripples">grab it here</a>: there's instructions in the readme file on how to use it.
Mikeys_Blade on 20/11/2006 at 15:45
Is there a way to make it to look like throwing a stone into a slowly moving body of water, ie: most of the ripples go to the left instead of just from the center?
Vigil on 20/11/2006 at 16:12
<del>You would need a modified model for that that shows only a semicircle, and then create a new RippleRing archetype that points to that model instead of the original one. Finally, you would edit your RippleCore to make it emit that new archetype (by name) rather than RippleRing.</del>
Actually I think I misunderstood you there. If you want circular splashes but want them to travel in a certain direction, then you can play around with the Velocity and Angle Random settings in the Emit dialog. Someone else will have to describe them better though as I've never really used them.
Nameless Voice on 20/11/2006 at 18:09
Quote Posted by R Soul
And make them slightly transparent.
And if you want to make things harder for yourself, use GayeSaver's TrapPhantom script to make them increase transparency over time (i.e. as they move outward) :p
I wrote NVPhantomTrap for this exact purpose in
The Temple of the Tides, mainly so I wouldn't have to poke around with VK's scripts/documentation.
It will be included in the next release of NVScript.
Nice ripple textures, Vigil! Those will be in the next version of
The Temple... :)