Blockland Forums > Suggestions & Requests
Light Model Request
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.