Author Topic: Animated textures in particles, do they work?  (Read 1493 times)

Has it actually worked for anyone before?

Yes. The duck cannon uses them.

wait, what?! viso, can you post a gif?

wait, what?! viso, can you post a gif?
http://docs.garagegames.com/tge/official/content/documentation/Reference/Console%20Objects/Torque_Console_Objects_7.html#ParticleData_.28PD.29

You can also list multiple particles in an emitter for a one-time animation
Code: (Particle_WeatherBuild) [Select]
datablock ParticleEmitterData(ThunderBEmitter)
{
   ejectionPeriodMS = 5000;
   periodVarianceMS = 3000;
   ejectionVelocity = 0.1;
   velocityVariance = 0.0;
   ejectionOffset   = 8.0;
   thetaMin         = 0;
   thetaMax         = 2;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   orientParticles = true;
   particles = "Thunder3Particle Thunder4Particle Thunder5Particle Thunder6Particle";

   useEmitterColors = True;

    uiName = "W Lightning";
};

Ok I did not know you can have more then 1 particle on the variable

wait, what?! viso, can you post a gif?
Yea you can use a number of images (up to 50) in a particle and it will animate it (badspot fixed the bug where only singleplayer can see it, but now it sends over the network)

wait, what?! viso, can you post a gif?
it looks real bad, but im pretty sure its the only addon in blockland with one so, its the best animated particles in blockland

it looks real bad, but im pretty sure its the only addon in blockland with one so, its the best animated particles in blockland

Objection!

The Shock Hammer utilizes animated particles to make an electricity effect.

Code: [Select]
datablock ParticleData(shockHammerExplosionBlastWaveParticle)
{
dragCoefficient = 8;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;

spinSpeed = 80;
spinRandomMin = -80;
spinRandomMax = 80;

lifetimeMS = 800;
lifetimeVarianceMS = 300;

//Relevant stuff:
textureName = "./grey.png"; //This automatically gets replaced with animTexName[0]
animTexName[0] = "./Spark1.png";
animTexName[1] = "./Spark2.png";
animTexName[2] = "./Spark3.png";
animTexName[3] = "./Spark4.png";
animateTexture = true;
framesPerSec = 30;
//numFrames = 4; //This variable does not seem to function. It is documented in the Torque guide, but number of frames seems to be detected automatically.

useInvAlpha = false;

colors[0] = "0.1 0.4 0.8 0.9";
colors[1] = "0.3 0.5 1.0 0.4";
sizes[0] = 1.0;
sizes[1] = 2.5;
times[0] = 0.6;
times[1] = 1.0;
};

//The other animTexName fields don't automatically download as far as I'm aware, so these dummy datablocks are created to force them to.
datablock ParticleData(Spark2TextureDownloader : shockHammerExplosionBlastWaveParticle)
{
textureName = "./Spark2.png";
};
datablock ParticleData(Spark3TextureDownloader : shockHammerExplosionBlastWaveParticle)
{
textureName = "./Spark3.png";
};
datablock ParticleData(Spark4TextureDownloader : shockHammerExplosionBlastWaveParticle)
{
textureName = "./Spark4.png";
};

*clears throat* duck cannons particle animation are still the best
just kidding ily jetz