Author Topic: Treadmarks Tire Emitter  (Read 1547 times)

 I just had this crazy idea. Is it possible to have a tire emitter that makes tire treadmarks on the ground? Even if it were just solid black lines I would be happy, and perhaps they could disappear from the ground after a few seconds.


This is cool, and I do believe that this is very possible.

Yes, and I think there were some vehicles that did this.

Does anyone know how?

Oooh, that's actually a pretty neat idea.

 Um, I know that there are people out there who could figure out how to do this in a matter of minutes but I am going to try it myself because of impatience and curiosity.

I just had this crazy idea. Is it possible to have a tire emitter that makes tire treadmarks on the ground? Even if it were just solid black lines I would be happy, and perhaps they could disappear from the ground after a few seconds.
we need smoke coming from a car if they drift

Code: [Select]
tireEmitter = VehicleTireEmitter; // All the tires use the same dust emitter
This is part of the code for the jeep. Is "VehicleTireEmitter" something that I can find in my blockland files and edit?

Start a server and then put this code in console:
Code: [Select]
vehicleTireEmitter.save("base/tire.txt");
Then go to Blockland/base and open the file called tire. It should contain the emitter for you to copy and edit.

Also, you need to edit the angle of the particle and turn faceviewer off I believe.

 This is the code for the default vehicle tire emitter. I don't know what to change, but I have a feeling the thetaMin/Max need to be 0. If I wanted to make a new ParticleEmitterData, do I just copy this code and change the "VehicleTireEmitter" to something else? Then I don't know where to save it.

Code: [Select]
//--- OBJECT WRITE BEGIN ---
new ParticleEmitterData(VehicleTireEmitter) {
   className = "ParticleEmitterData";
   ejectionPeriodMS = "3";
   periodVarianceMS = "0";
   ejectionVelocity = "5";
   velocityVariance = "3";
   ejectionOffset = "0.09";
   thetaMin = "10";
   thetaMax = "30";
   phiReferenceVel = "0";
   phiVariance = "360";
   overrideAdvance = "0";
   orientParticles = "0";
   orientOnVelocity = "1";
   particles = "VehicleTireParticle";
   lifetimeMS = "0";
   lifetimeVarianceMS = "0";
   useEmitterSizes = "0";
   useEmitterColors = "0";
   uiName = "Vehicle Tire";
   doFalloff = "1";
   doDetail = "1";
      overrideAdvances = "0";
};
//--- OBJECT WRITE END ---
« Last Edit: January 18, 2013, 06:05:46 PM by Wink »

This is the code for the default vehicle tire emitter. I don't know what to change, but I have a feeling the thetaMin/Max need to be 0. If I wanted to make a new ParticleEmitterData, do I just copy this code and change the "VehicleTireEmitter" to something else? Then I don't know where to save it.

Code: [Select]
//--- OBJECT WRITE BEGIN ---
new ParticleEmitterData(VehicleTireEmitter) {
   className = "ParticleEmitterData";
   ejectionPeriodMS = "3";
   periodVarianceMS = "0";
   ejectionVelocity = "5";
   velocityVariance = "3";
   ejectionOffset = "0.09";
   thetaMin = "10";
   thetaMax = "30";
   phiReferenceVel = "0";
   phiVariance = "360";
   overrideAdvance = "0";
   orientParticles = "0";
   orientOnVelocity = "1";
   particles = "VehicleTireParticle";
   lifetimeMS = "0";
   lifetimeVarianceMS = "0";
   useEmitterSizes = "0";
   useEmitterColors = "0";
   uiName = "Vehicle Tire";
   doFalloff = "1";
   doDetail = "1";
      overrideAdvances = "0";
};
//--- OBJECT WRITE END ---
What you have to do is make the emmiter a black line and make it stay there long and not jump in the air