Author Topic: Quick tutorial on Emitters  (Read 332 times)

I wanna make some emitters, but I dont exactly know how..
..at all.
 Can someone help me out here?
(note - if you dont know how, dont mention it.)

looking at some default things, like love and alarm
Code: [Select]
datablock ParticleData(LoveParticle)
{
   dragCoefficient      = 5.0;
   gravityCoefficient   = -0.2;
   inheritedVelFactor   = 0.0;
   constantAcceleration = 0.0;
   lifetimeMS           = 1000;
   lifetimeVarianceMS   = 500;
   useInvAlpha          = false;
   textureName          = "base/data/particles/heart";
   colors[0]     = "0.8 0.0 0.0 0.7";
   colors[1]     = "1.0 0.0 0.0 0.5";
   colors[2]     = "0.8 0.0 0.8 0.0";
   sizes[0]      = 0.4;
   sizes[1]      = 0.6;
   sizes[2]      = 0.4;
   times[0]      = 0.0;
   times[1]      = 0.2;
   times[2]      = 1.0;
};

datablock ParticleEmitterData(LoveEmitter)
{
   ejectionPeriodMS = 35;
   periodVarianceMS = 0;
   ejectionVelocity = 0.5;
   ejectionOffset   = 1.0;
   velocityVariance = 0.49;
   thetaMin         = 0;
   thetaMax         = 120;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "LoveParticle";

   uiName = "Emote - Love";
};
Code: [Select]
datablock ParticleData(AlarmParticle)
{
   dragCoefficient      = 5.0;
   gravityCoefficient   = 0.0;
   inheritedVelFactor   = 0.0;
   windCoefficient      = 0;
   constantAcceleration = 0.0;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 0;
   useInvAlpha          = false;
   textureName          = "base/data/particles/exclamation";
   colors[0]     = "1 1 1 1";
   colors[1]     = "1 1 1 1";
   colors[2]     = "1 1 1 1";
   sizes[0]      = 0.9;
   sizes[1]      = 0.9;
   sizes[2]      = 0.9;
   times[0]      = 0.0;
   times[1]      = 0.2;
   times[2]      = 1.0;
};

datablock ParticleEmitterData(AlarmEmitter)
{
   ejectionPeriodMS = 35;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   ejectionOffset   = 1.8;
   velocityVariance = 0.0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 0;
   overrideAdvance = false;
   lifeTimeMS = 100;
   particles = "AlarmParticle";

   doFalloff = false; //if we do fall off with this emitter it ends up flickering, for most emitters you want this TRUE

   emitterNode = GenericEmitterNode;        //used when placed on a brick
   pointEmitterNode = TenthEmitterNode; //used when placed on a 1x1 brick

   uiName = "Emote - Alarm";
};

pretty sure you can just modify that

when making a different image, use a different file path from "textureName = "base/data/particles/heart";", something like "textureName = "add-ons/emitter_yours/image";" and it seems like the .png is added automagically

*I think the addons are called particle_ and not emitter_
try checking out the default grass addon