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Messages - BloxersPost

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77
projectile explosion can emit a water splash emitter. its how default rain is handled anyways and nobody notices
I know that, I just need to figure out how to make the water drop itself non-laggy. Two at a time will drop like 30fps idk why

78
try making the projectile itself a raindrop, or emit an image that lasts for 10 ms thats a raindrop/a bunch of raindrops
The second suggestion is very clever, however I don't really think it'd look good without the splash emitter upon ground hit.. I mean, it wouldn't look 3-Dimensional with two dimensional splashes, yaknow?

79
Modification Help / Re: paritcleEmitterData
« on: June 18, 2016, 11:20:55 PM »
To have less particles emitted, you need to add ejectionPeriodMS = 500; above periodVarianceMS in the emitter data, then you can raise the value if too many particles are still being emitted
I've tried that, it still lags with that and setting the values too high to make less lag always makes the emitter appear too late.

80
So I'm having an issue creating a simple raindrop projectile, due to this particle issue here. What's going on here is I'm trying to have the projectileemitter not spawn multiple instances of the image, and instead just have one and stick with it as it lags since the image has alpha and Blockland's alpha blending is so slow it's ridiculous.

Basically I just need to know how to make this code ONLY spawn ONE instance of the image for the projectile to use all the way through. This is being used as the particleEmitter of the projectile:

Code: [Select]
datablock ParticleData(WMRainTrailParticle)
 {
   dragCoefficient      = 0;
   gravityCoefficient   = 0.777;
   inheritedVelFactor   = 1.0;
   constantAcceleration = 0.0;
   textureName          = "./Data/Images/Raindrop.png";
   spinSpeed   = 0.0;
   spinRandomMin = 0.0;
   spinRandomMax = 0.0;
   colors[0]     = "0.2 0.2 0.4 0.5";
   colors[1]     = "0.2 0.2 0.4 0.5";
   colors[2]     = "0.2 0.2 0.4 0.5";

   sizes[0]      = 0.2;
   sizes[1]      = 0.2;
   sizes[2]      = 0.2;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

   useInvAlpha = false;
};
datablock ParticleEmitterData(WMRainTrailEmitter)
{
   periodVarianceMS = 1;
   ejectionVelocity = 0.25;
   velocityVariance = 0.0;
   ejectionOffset   = 0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 0;
   overrideAdvance = true;
   particles = "WMRainTrailParticle";

   useEmitterColors = true;

   uiName = "Raindrop Trail";
};

Thanks :)

81
Add-Ons / Re: [Weapon Pack] STraps
« on: June 18, 2016, 03:47:03 PM »
Glad to see you got it published. I like the new landmine as well.

82
Add-Ons / Re: FireMod - UPDATES (Bugfixes)
« on: June 18, 2016, 02:18:39 PM »
I'd suggest either using Support_Updater or Blockland Glass for automatic updates, dealing with people stuck on older versions of add-ons is just annoying and unnecessary.
I've actually planned Blockland Glass already, I haven't done so yet because when I try to upload, their site says it's migrating or something so yeah whenever that's finished I'll do it there, I guess for now I'll find out how to do Support_Updater.

Alright, so I've checked Blockland Glass' new website, and the Add-On won't pop up for my authentication, so I can't get it to work. And I have tried installing the latest version as well.

I can't fully understand how to use Support_Updater, and it seems you need to host it on your own website? I don't feel like messing with that, I'll just get it going on Blockland Glass whenever they fix the authentication issues. Yes, I did check Greek's manual, I read through it, and yeah no.

83
Add-Ons / Re: Drop Down Search 1.3
« on: June 17, 2016, 12:14:58 AM »
Nice. Your Add-Ons should be put into the default game, they're pretty much necessities at this point.

84
Add-Ons / Re: FireMod - Release
« on: June 16, 2016, 10:03:59 PM »
Time to fill my pyromaniac dreams.
Indeed

85
Gallery / Re: Eyes
« on: June 16, 2016, 09:58:24 PM »
The first eye (Lone) reminded me of Neversoft

That image gave me a bit of nostalgia from when I was a young kid playing Tony Hawk on the Nintendo Gamecube, the game had that little animation in it of the eyeball being stabbed lmao

86
Gallery / Re: Alejandro Beach, California
« on: June 16, 2016, 09:55:58 PM »
those palm trees though

beyond legit

87
Add-Ons / Re: Client_ShowBricks
« on: June 16, 2016, 09:10:01 PM »
People tend to not appreciate rather simple/small codes such as this. It's a great learning project, though. If you're just starting to learn to code, keep making things and make your codes more and more complex as you go, and you'll get there. Anyway, I actually find this a little interesting and am tempted to get it just so I can see what different servers look like with it on.

88
Add-Ons / Re: FireMod - Release
« on: June 15, 2016, 11:55:14 PM »
this addon is smoking
i remember there being an older firemod tho but im assuming its incompatible
plus firefighting my god
Hey, didn't I know you? I was Bloxers. If you have skype and thats you, add me, rich.athey1
Add me anyway if you just wanna chill

89
Add-Ons / Re: FireMod - Release
« on: June 15, 2016, 08:45:24 PM »
Uhm... Well that's a little awkward... Looks like one of my old programs is actually inside the addon zip.


How can I tell it's mine? Well, I made a super basic line counter program a long time ago... I still have the project files for it. It also has my old documents directory in the exe file:


I don't even remember distributing it, so that's a little weird that it appeared in here.

Yeah, sorry about that, I forgot it was in there. I removed it, I got it from Port.

90
Add-Ons / Re: Police Belt (NEWER MODEL)
« on: June 15, 2016, 07:32:20 PM »
hote 10/10

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