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particle emitter direction (.mdl edit)

09-08-2004, 02:09 PM#1
Domokun
i'm having the usual (?) particle emitter problem...
particles are emitted straight upwards no matter how i turn the emitter..

in some threads about this problem i found out that this has to be corrected in the .mdl file by adding a rotation with quaterion angles...
the problem is that i have no idea where i have to insert that rotation....

Code:
ParticleEmitter2 "BlizParticle01" {
	ObjectId 3,
	[color=Blue]Rotation 11 {
		Linear,
		0: { 0, 0.7071, 0, -0.7071 },
	}
[/color]	LineEmitter,
	static Speed 200,
	static Variation 0.3,
	static Latitude 25,
	static Gravity 0,
	Visibility 4 {
		DontInterp,
		0: 0,
		2333: 0,
		4200: 1,
		4667: 0,
	}

i tried it this way, but it didn't work :(

hope u can help me with this

TIA
Domokun
09-08-2004, 03:48 PM#2
Ari
Rotations are the last thing in the particle emitter, not the first, and so should be placed at the end. They take the same format as bone and helper rotations.


Edit: looking at your emitter a second time, it seems very incomplete. Are you leaving stuff out of your quote, or is that all there is? If that's all that is there, then you have to add back the rest before it'll work.
09-08-2004, 07:37 PM#3
Domokun
i havn't posted the whole emitter text

Code:
ParticleEmitter2 "BlizParticle01" {
	ObjectId 3,
	LineEmitter,
	static Speed 200,
	static Variation 0.3,
	static Latitude 25,
	static Gravity 0,
	Visibility 4 {
		DontInterp,
		0: 0,
		2333: 0,
		4200: 1,
		4667: 0,
	}
	LifeSpan 1,
	static EmissionRate 50,
	static Width 2.3475,
	static Length 1.60618,
	Blend,
	Rows 4,
	Columns 4,
	Head,
	TailLength 1,
	Time 0.5,
	SegmentColor {
		Color { 1, 1, 1 },
		Color { 1, 1, 1 },
		Color { 1, 1, 1 },
	},
	Alpha {255, 255, 0},
	ParticleScaling {50, 75, 100},
	LifeSpanUVAnim {0, 7, 1},
	DecayUVAnim {8, 15, 1},
	TailUVAnim {0, 0, 1},
	TailDecayUVAnim {0, 0, 1},
	TextureID 2,
	}

thats the complete code...
09-10-2004, 07:13 PM#4
Domokun
I still need help on this problem

:(