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Moving Particles.

10-30-2008, 12:05 AM#1
paulH
I've done this before, but right now I am at a complete and utter loss. I am attempting to move the position of a set of particles in the "Altar of Darkness" model. I have looked at the various tutorials, and still am at a loss. Can anyone point out what I have to edit to do this?
10-30-2008, 12:50 AM#2
TotallyAwesome
Open the model in magos model editor, then go Windows > Node manager, find a BLUE NODE, then edit properties, where you got x,y,z coordinates, then edit those.
10-30-2008, 04:28 PM#3
paulH
Magos Model Editor does not work on my computer (vista isn't fond of the modding tools on this comp).
10-30-2008, 04:47 PM#4
Rao Dao Zao
Then you'll have to convert to MDL with a tool of your choice (probably not YobGul's if Magos' doesn't even work, so Guesst's converter), and do it the hard way.

Find your particle emitter. Observe the object ID.

Find the "PivotPoints" section. Count down this with the first line being zero, and the next 1, etc, until you hit the line that matches the target object ID. Edit as necessary.
10-31-2008, 12:21 AM#5
paulH
Thank you very much, got them working just fine now!
10-31-2008, 03:14 AM#6
Kyrbi0
(oh, good, not a necro-post)..

Quote:
Originally Posted by TotallyAwexome
Open the model in magos model editor, then go Windows > Node manager, find a BLUE NODE, then edit properties, where you got x,y,z coordinates, then edit those.
Wait, no way!? I have always had this problem; I'll make a new particle (Particle Emitter 2) on a model, right on an attachment point, but the sfx plays in a completely different area!...

Wow, thanks (assuming this works and I have the same problem).
10-31-2008, 03:27 PM#7
TotallyAwesome
Don't attach particle nodes to attachment points, makes no sense, attach them to bones/helpers instead, or, if you want them unanimated, just put them there.
10-31-2008, 05:05 PM#8
Kyrbi0
^How does it make no sense? I mean, as opposed to trying to figure out which bones/helpers point to where on a model (sometimes the names are ambiguous), I just make some sfx right where I want them (i.e. the Weapon attachment point, or maybe the head...)
10-31-2008, 05:12 PM#9
Rao Dao Zao
It's bad practice to have chains of unanimated things; anything that does itself not animate should be directly associated with the nearest parent that does.

Think about it from the point of view of the computer: instead of working out a node and then the positions of all its children, it now has to work out the position of a child, then work out the position of its child from there.

Inefficiency.
10-31-2008, 05:20 PM#10
Kyrbi0
Do not particles animate? Or, like, don't they have animations?

(Regardless, I get what you're saying)
10-31-2008, 06:03 PM#11
Rao Dao Zao
They animate, but not in the sense of the Translation, Rotation and Scaling that normal nodes get. I believe these properties can be used to animate emitters somehow, but I've never investigated it.