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Removing Particle Emitters

07-01-2004, 07:41 AM#1
GoonGoon16
What do I need to do to get rid of them?
07-01-2004, 11:58 AM#2
megaerathia
Convert the mdx to mdl and scroll down select all particle emiters and delete them convert to mdx and ur done
07-01-2004, 10:09 PM#3
Ari
Quote:
Originally Posted by megaerathia
Convert the mdx to mdl and scroll down select all particle emiters and delete them convert to mdx and ur done

Little more complicated then that...but at the same time, simpler too.
If you just delete an emitter outright, you'll risk screwing up the objectID sequence which besides possibly messing up the model, may make yogbul's converter unable to convert it back to mdx form. I'd say the simplest way to turn off an emitter would just be to set its emission rate to zero.

In the mdl, look for lines like:
static EmissionRate 40,

and set that number to zero. That'll turn off the emitter.
07-02-2004, 12:48 PM#4
GoonGoon16
K, yea the whole deletion thing doesnt work, I've tried it many times earlier.. thanks.
07-05-2004, 06:32 AM#5
Alfred
Quote:
Originally Posted by Ari
Little more complicated then that...but at the same time, simpler too.
If you just delete an emitter outright, you'll risk screwing up the objectID sequence which besides possibly messing up the model, may make yogbul's converter unable to convert it back to mdx form. I'd say the simplest way to turn off an emitter would just be to set its emission rate to zero.

In the mdl, look for lines like:
static EmissionRate 40,

and set that number to zero. That'll turn off the emitter.

You will need to bear in mind that most bnet mappers would like to size down their maps to the minimum ;)
07-05-2004, 06:35 AM#6
Pheonix-IV
yeah, if you want to save a whole half a kb per emitter (approx, the biggest i've found is an amazing 1.2kb for one of the water elementals emitters) then you can go thru the longer process of deleting them of which alfred knows. Otherwise just do it the quick way.
07-07-2004, 08:53 AM#7
Alfred
Quote:
Originally Posted by Pheonix-IV
yeah, if you want to save a whole half a kb per emitter (approx, the biggest i've found is an amazing 1.2kb for one of the water elementals emitters) then you can go thru the longer process of deleting them of which alfred knows. Otherwise just do it the quick way.

Anyways I always do it this way for RoTD or TToR. Since their size is already 80+mb, so adding a few kb doesn't matter :D
07-07-2004, 10:06 AM#8
Pheonix-IV
who are you and what have you done with Alfred?
07-07-2004, 05:24 PM#9
Markus3832
Well, if you do want to delete an emitter it is easy. I think atleast... The only thing that might be alittle hard is the pivot points but it isn't so hard if you just understand it.

Let's say we remove one of the particle emitters in... Well... whatever model really...

After converting to .mdl

1. Delete the emitter and also change the ObjectID's to (number of ObjectID) - 1 number for every object/event/emitter or anything beneath it that uses object id's. (if the object id of the deleted emitter was 34 then you have to change the object id that is under it to 34 and so on so that the last bone isn't 33 and the next emitter is 35 just because you deleted the model. That would create a gap and it wouldn't convert.)

2. Change number of NumParticleEmitters2 to (number of particle emitters) - 1 (alternatively delete that whole line if there are no particle emitters left.(It is the line that is in the top of the mdl file btw.))

3. Now, check Pivot Points... Look up the Pivot Point list (Under the bones and over all particle emitters.) If the object ID of the emitter that was deleted was 34 then you count the lines untill you reach to the 35th! line and delete that one. The reason for the 35th is because object id's don't start with 1, it starts with 0.

4. Change the number of pivot points to (number of pivot points) - 1.

Now just convert back.

Then it saves filesize. It feels like i forgot something but i don't think i did anyways...
07-08-2004, 02:37 AM#10
Ari
Looks alright to me. Personally, I think this is never worth your time (the savings are microscopic), but it looks ok, with one nitpicky exception:

Quote:
Originally Posted by Markus3832
2. Change number of NumParticleEmitters2 to (number of particle emitters) - 1 (alternatively delete that whole line if there are no particle emitters left.(It is the line that is in the top of the mdl file btw.))

4. Change the number of pivot points to (number of pivot points) - 1.

As far as I can tell, those fields aren't actually read by the computer in any way; they're just there for the user. I never alter them when adding/remving emitters and have never had any difficulties.