| Blockland Forums > Suggestions & Requests |
| Light Model Request |
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| Extrude:
Look in the gun's server.cs, almost every weapon uses emitters. |
| -Jetz-:
--- Quote from: Extrude on April 27, 2012, 10:36:10 AM ---Look in the gun's server.cs, almost every weapon uses emitters. --- End quote --- Can't color emitters from an image. Though you can't recolor an image itself either, so if you planned to pick this up and hold it and have it change colors, I think you're pretty much out of luck. If you just wanted it on the ground, you may be able to make an emitter follow it around, though I don't think there's any example on how to do that. |
| Extrude:
That's incorrect. Emitters from an image can be colored, that's how almost every emitter works. |
| -Jetz-:
--- Quote from: Extrude on April 27, 2012, 10:49:38 AM ---That's incorrect. Emitters from an image can be colored, that's how almost every emitter works. --- End quote --- You can't even reference an emitter on an image. It is not a separate object. The image itself isn't even an object. How do you propose to do this? I've never seen it done. |
| Extrude:
--- Code: ---datablock ParticleData(spearExplosionParticle2) { dragCoefficient = 0.1; windCoefficient = 0.0; gravityCoefficient = 2.0; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 1000; lifetimeVarianceMS = 500; spinSpeed = 10.0; spinRandomMin = -50.0; spinRandomMax = 50.0; useInvAlpha = true; animateTexture = false; //framesPerSec = 1; textureName = "base/data/particles/chunk"; //animTexName = "~/data/particles/cloud"; // Interpolation variables colors[0] = "0.0 0.0 0.0 1.0"; colors[1] = "0.0 0.0 0.0 0.0"; sizes[0] = 0.5; sizes[1] = 0.5; times[0] = 0.0; times[1] = 1.0; }; datablock ParticleEmitterData(spearExplosionEmitter2) { ejectionPeriodMS = 1; periodVarianceMS = 0; lifetimeMS = 7; ejectionVelocity = 15; velocityVariance = 5.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "spearExplosionParticle2"; useEmitterColors = true; uiName = "Spear Chunk"; emitterNode = HalfEmitterNode; }; --- End code --- I don't think we are talking about the same thing. |
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