Debris still not showing up

Author Topic: Debris still not showing up  (Read 1673 times)

I'm fairly certain these are both things that Blockland can do but I can't find anything regarding how.
I remembered in particular this from a long long while ago

Yay orientParticles works again! Thanks Badspot for fixing it up good as new.
Turns emitted particles into Z billboards, rather then full-on billboards. The stuff in that pic I just posted is not possible with regular billboarded particles.
But I can't find anything anywhere on how to actually employ these effects?

Also, have DTS billboards ever been added back in? If not, consider this a suggestion/request for that, I guess.
« Last Edit: July 29, 2015, 04:48:13 AM by ·:Taboo:· »

Looking at http://forum.blockland.us/index.php?topic=59525.0 , set orientParticles to true in the ParticleEmitterData to get the billboards to work.

And I think I remember reading about dts billboards years ago, but I doubt we have them in blockland.

I'm pretty sure that we have DTS billboards, but they get messed up if you use shaders.

Looking at http://forum.blockland.us/index.php?topic=59525.0 , set orientParticles to true in the ParticleEmitterData to get the billboards to work.
Found that last night, been a handy handy reference.

I'm pretty sure that we have DTS billboards, but they get messed up if you use shaders.
And I think I remember reading about dts billboards years ago, but I doubt we have them in blockland.
Only one way to find out I guess.

welp


Oriented particles don't work.
« Last Edit: July 27, 2015, 01:02:25 PM by ·:Taboo:· »

Been wrestling with this for way too long now. For some reason, this debris effect is bouncing once and then zipping way up

datablock DebrisData(FNPSparkDebris)
{
   render2D = true;
   emitters[0] = "FNentrepreneur actSparkTrailEmitter";
   lifetime = 1.0;
   velocity = 4.5;
   velocityVariance = 1.0;
   elasticity = 3.0;
   friction = 1.0;
   numBounces = 6;
   staticOnMaxBounce = true;
   snapOnMaxBounce = false;

   gravModifier = 2;
};


and this other one isn't drawing at all

datablock DebrisData(FNPDebrisFleckDebris)
{
   textureName = "./graphics/impactDebrisFleck";
   render2D = true;
   lifetime = 3.0;
   minSpinSpeed = -400.0;
   maxSpinSpeed = 200.0;
   velocity = 3.0;
   velocityVariance = 1.0;
   elasticity = 1.0;
   friction = 1.0;
   numBounces = 2;
   staticOnMaxBounce = true;
   snapOnMaxBounce = false;

   gravModifier = 2;
};

datablock ExplosionData(FNentrepreneur actDebriloveplosion)
{
   delayMS   = 10;
   
   faceViewer     = true;
   explosionScale = "1 1 1";
   
   debris = FNPDebrisFleckDebris;
   debrisNum = 2;
   debrisNumVariance = 1;
   debrisVelocity = 1;
   debrisVelocityVariance = 0.5;
   
   uiName = "FNP Debris";
};

I tried giving it a UI name to see if I could check via events, but it doesn't show up in the list.
There's no errors in the console at all.

I tried giving it a UI name to see if I could check via events, but it doesn't show up in the list.
There's no errors in the console at all.
for the ui names thing, i think it's based off of projectiles
so if you want to do "spawnExplosion" through events you'll need to give the projectile you're using the explosion with a ui name

elasticity is a multiplier for how much velocity is kept when it bounces. You have it set to 3, so every bounce its velocity will be scaled up by 3. This is a lot. You usually want a value 0-1.

elasticity is a multiplier for how much velocity is kept when it bounces. You have it set to 3, so every bounce its velocity will be scaled up by 3. This is a lot. You usually want a value 0-1.
haha whoa
Weird, I feel like I've had that value at the same when it was working a bit ago. Thanks.

Whenever this explosion happens a second time (usually, it's happened on the first or third a handful of times too), the game crashes. I've doubled checked by replacing it with other explosions in the projectile, and it's the only problem child. I've tried removing each individual line but it happens with various combinations, only ceasing when I've cut out everything but the first particles. Happens when it's triggered via evens, too. Once again, there's nothing weird in the console so far as I can tell.
Console with trace
Weapon.cs (contains projectile) Server.cs (contains explosion)

I'm not sure exactly what did it, but I was able to resolve the issues with the explosion effect by decreasing the density of the smoke effect and lowering the amount of sparks. Whatever you say, Torque.
« Last Edit: July 29, 2015, 04:50:23 AM by ·:Taboo:· »

May as well post this here.
My debris isn't showing up at all. The console isn't complaining about anything, it just doesn't show up.
Code: [Select]
datablock DebrisData(smallLightningDebris)
{
texture = "Add-Ons/Weapon_ThorsRealHammer/smallLightning";
render2D = true;
elasticity = 0;
friction = 0;
numBounces = 1;
bounceVariance = 0;
staticOnMaxBounce = false;
snapOnMaxBounce = false;
minSpinSpeed = 50;
maxSpinSpeed = 50;
lifetime = 0.03;
lifetimeVariance = 0;
velocity = 50;
velocityVariance = 0;
fade = false;
useRadiusMass = false;
baseRadius = 0.35;
gravModifier = 0;
terminalVelocity = 50;
ignoreWater = true;
};
I'm using it in this explosion.
Code: [Select]
datablock ExplosionData(stormCloudExplosion)
{
lifetimeMS = 5000;
lifetimeVariance = 250;
explosionShape = "";
particleEmitter = "stormCloudEmitter";
particleDensity = 10;
particleRadius = 2;
soundProfile = "ThorThunderSound";
shakeCamera = false;
camShakeFreq = "7 8 7";
camShakeAmp = "10 10 10";
camShakeDuration = "0.75";
camShakeRadius = "15";
camShakeFalloff = "10";
debris = "smallLightningDebris";
debrisThetaMin = 0;
debrisThetaMax = 0.1;
debrisPhiMin = 0;
debrisPhiMax = 360;
debrisNum = 20;
debrisNumVariance = 5;
debrisVelocity = 5; //2
debrisVelocityVariance = 1;
faceViewer = false;
explosionScale = "1 1 1";
damageRadius = 0;
radiusDamage = 0;
impulseRadius = 15;
impulseForce = 1000;
impulseVertical = 0;
playerBurnTime = 5000;
lightStartRadius = 0;
lightEndRadius = 0;
lightStartColor = "0 0 0 0";
lightEndColor = "0 0 0 0";
lightHasCorona = true;
};
I tried decreasing the particleDensity and the number of debris but it didn't work.

i'm like 80% certain that render2D and debris textures are just broken

i'm like 80% certain that render2D and debris textures are just broken
Ok. I guess I'll just attach an emitter to it. That seems to work.