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Problems with particles on turrets

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Gravity Cat:


--- Quote from: Cell603 on April 11, 2012, 04:34:13 PM ---Okay if the particle and emitter datablock are all the same over your two turrets and the tank turret, but you got a different effect on one of your turret. The next possible reason I will consider is the way the emitter is used over three turret is not the same.

Since you said that you tested the emitter on tank turret, I will assume all three turrets use the ShapeBaseImageData datablock to make the emitter appear. If the image on one of your turret is defined differently from other two, surely you will get a different effect.

--- End quote ---
Everything is the way it is supposed to be. I've checked many times. The particles vanish when they exceed a certain distance to the turret. How fast the particles go, how big they are or how long they do or are supposed to exist has absolutely no influence on if or when they vanish. They always vanish after a certain distance, which never seems to change.


--- Quote from: Cell603 on April 11, 2012, 04:42:24 PM ---This is because the any joint (that emits particles) has its own direction.

If you are using milkshape3D, the direction of each joint is not displaced. However in Blender, the direction of joints are nicely shown and can be changed easily.

--- End quote ---
You don't say. Even if I did mess up the direction of one (Which is impossible in Blender since it's so obvious) I would have noticed because I exported the model at least five times by now.


Demian:

Have you tried applying rotation, location and scale? It might do something.

Gravity Cat:


--- Quote from: Demian on April 12, 2012, 12:09:34 PM ---Have you tried applying rotation, location and scale? It might do something.

--- End quote ---
I'll give scaling a try.


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