Author Topic: Making a nuke- what would the proper emitters and particleData to be used?  (Read 846 times)


You could use dts shapes as a shape for the Nukes explosion.

And textures for it? cool. thanks. but I also want the particles that one might use.

You can't texture the model. It's just a shape that the particles will conform to.

ooh... so THAT'S what explosionSphere1 is for!

but how do I make it transparent, leave the model blank? cuz I'm in blender.

Sorry for triple post, but I want to use emitters to make the nuke shape. Any ideas?

ooh... so THAT'S what explosionSphere1 is for!

No. It's the 3D expanding white sphere you see when a rocket hits something.

And you can't model it, you have to script the parameters in, kind of like a brick. You need to create a bounding box for the emitter or some such to treat the emitterNode like an emitterObject (like a brick for instance).

Class reference,
http://iam.colum.edu/students/RBatten/torqueDoxygen/classParticleEmitter.html#388c5c771e34e590e3b2c33069b8362f

It is hugely complicated and I don't advise trying to do something like shape a mushroom cloud explosion using this system. Unless you want to overwrite the particle emitter functions for something or add your own new parameters don't even bother. To my knowledge no one has ever played with these special functions for Blockland either so I can't confirm whether we can even access them.

You'll have a much easier time simply scripting the projectile to create a new z-axis projectile that fires upwards "onCollision" or "explosion" or something, which could create the stem and huge mushroom cloud with explodeOnDeath.
« Last Edit: July 28, 2009, 05:02:42 PM by Muffinmix »