AndyGFX Posted April 13, 2010 Share Posted April 13, 2010 I have used same code for two emitters, difference is only in parameter CYCLEMODE, but result looks like bug, because Emitter position is moved in Velocity vector too, when is cyclemode set to 1. Is it bug? (From my point of view - yes) but I waiting for confirmation from others. Then i write bug to bugtracker, when yes. Function Fire() Local particle:TEmitter setWorld(fw.transparency.world) particle = CreateEmitter(80, 500, Vec3(0, 4, 0), 0) particle.SetPosition(Vec3(-1, 0, 0)) particle.SetRotation(Vec3(0, 0, 0)) EntityColor(particle, Vec4(1, 0.5, 0.25, 0.5)) PaintEntity(particle, LoadMaterial("abstract::fire.mat")) SetEmitterRadius(particle, 0.1, 0.5) SetEmitterRotationSpeed(particle, 0.2) setWorld(fw.Main.world) Local particle2:TEmitter setWorld(fw.transparency.world) particle2 = CreateEmitter(80, 500, Vec3(0, 4, 0), 1) particle2.SetPosition(Vec3(1, 0, 0)) particle2.SetRotation(Vec3(0, 0, 0)) EntityColor(particle2, Vec4(1, 0.5, 0.25, 0.5)) PaintEntity(particle2, LoadMaterial("abstract::fire.mat")) SetEmitterRadius(particle2, 0.1, 0.5) SetEmitterRotationSpeed(particle2, 0.2) setWorld(fw.Main.world) End Function Quote [HW] C2D Q6600, 4GB RAM, NV8800GTX, Vista Ultimate x64 [sW] Blide Plus, BlitzMax, Delphi, C++, 3DWS 5.53, Leadwerks 2.xx Link to comment Share on other sites More sharing options...
AndyGFX Posted May 31, 2010 Author Share Posted May 31, 2010 Any news about this ... ? Quote [HW] C2D Q6600, 4GB RAM, NV8800GTX, Vista Ultimate x64 [sW] Blide Plus, BlitzMax, Delphi, C++, 3DWS 5.53, Leadwerks 2.xx Link to comment Share on other sites More sharing options...
cocopino Posted May 31, 2010 Share Posted May 31, 2010 Hi Andy, Your 2nd emitter doesn't show at all on my machine with latest Leadwerks 2.32. Only when I set cyclemode=0 it shows. Quote desktop: Quad core Q6600 + 4GB + ATI HD4890 + XP laptop: Dual core T6400 + 4 GB + NVidia 9600M GT + Vista 32 Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 31, 2010 Share Posted May 31, 2010 also, in the editor in 2.32R i get this... (reported in bug tracker) --Mike Quote Link to comment Share on other sites More sharing options...
macklebee Posted May 31, 2010 Share Posted May 31, 2010 Hi Andy, Your 2nd emitter doesn't show at all on my machine with latest Leadwerks 2.32. Only when I set cyclemode=0 it shows. It doesn't show because its a one-shot when cyclemode is set to a 1 and it would already do the oneshot emitter by the time the game loads completely. You would have to set it up to only display say when you hit a key to see it. I don't know Andy... it appears to be doing exactly what its being telling to do... the only thing that seems strange is that the oneshot emitter seems brighter than the continuous emitter Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
AndyGFX Posted May 31, 2010 Author Share Posted May 31, 2010 The "seems brighter" is, because all 80 particles are created on same place, and for this I think, that is bug. Quote [HW] C2D Q6600, 4GB RAM, NV8800GTX, Vista Ultimate x64 [sW] Blide Plus, BlitzMax, Delphi, C++, 3DWS 5.53, Leadwerks 2.xx Link to comment Share on other sites More sharing options...
macklebee Posted May 31, 2010 Share Posted May 31, 2010 The "seems brighter" is, because all 80 particles are created on same place, and for this I think, that is bug. ah good point... looks like the continuous emitter when the number of particles are set to 1 so... i guess i am confused... what are you suggesting is the problem? the fact that the oneshot emitter does all 80 particles at the same time? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
AndyGFX Posted May 31, 2010 Author Share Posted May 31, 2010 Try change alpha color to 0.0125 with 80 particles, and then same alpha with only one particle. particle2 = CreateEmitter(80, 500, Vec3(0, 4, 0), 1) EntityColor(particle2, Vec4(1, 0.5, 0.25, 0.0125)) particle2 = CreateEmitter(1, 500, Vec3(0, 4, 0), 1) EntityColor(particle2, Vec4(1, 0.5, 0.25, 0.0125)) Edit: Because emitter is moved in same velocity as is defined for particles nodes, then all new particles are created on actual node position and sum of all alpha is >1 => without transparency. Quote [HW] C2D Q6600, 4GB RAM, NV8800GTX, Vista Ultimate x64 [sW] Blide Plus, BlitzMax, Delphi, C++, 3DWS 5.53, Leadwerks 2.xx Link to comment Share on other sites More sharing options...
macklebee Posted May 31, 2010 Share Posted May 31, 2010 yeah, I see what you are getting at... but isn't this what you would expect? Shouldn't 80 particles be more prevalent in the scene? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 31, 2010 Share Posted May 31, 2010 this is what i'm getting with the default emitter... with a lil yellow color... see how the particles are darker when they pass in front of terrain... in 2.31 all was well with this... [edit] added a shot of same emitter in 2.31 (bottom right)... issue not present back then... --Mike Quote Link to comment Share on other sites More sharing options...
cocopino Posted May 31, 2010 Share Posted May 31, 2010 "this is what i'm getting with the default emitter... a lil yellow color..." I've seen this too. Do you have DOF enabled? Quote desktop: Quad core Q6600 + 4GB + ATI HD4890 + XP laptop: Dual core T6400 + 4 GB + NVidia 9600M GT + Vista 32 Link to comment Share on other sites More sharing options...
macklebee Posted May 31, 2010 Share Posted May 31, 2010 yep, i can confirm that... appears to only be an issue in the editor though... i cant reproduce it inside a bmax program... Edit--- cocopino- it occurs with or without DOF turned on... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
AndyGFX Posted May 31, 2010 Author Share Posted May 31, 2010 Second strange thing is, why bullet.lua with cyclemode=1 works (is used in fpscontroller.lua). ... if pick~=nil then SetWorld(fw.transparency.world) emitter=CreateEmitter(5,700,pick.normal,1) emitter:SetVelocity( pick.normal ) emitter:SetRadius(0.1,0.5) emitter:SetWaver(10) emitter:SetColorf(0.5,0.5,0.5,0.1) emitter:Paint(material_impactdust) emitter:SetPosition( pick.position ) emitter:SetRotationSpeed(0.1) SetWorld(fw.main.world) ... Note: Looks like for Lua LE API is this issue fixed. Quote [HW] C2D Q6600, 4GB RAM, NV8800GTX, Vista Ultimate x64 [sW] Blide Plus, BlitzMax, Delphi, C++, 3DWS 5.53, Leadwerks 2.xx Link to comment Share on other sites More sharing options...
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