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Particle Emitter rotation

10-07-2004, 10:49 PM#1
Domokun
I really need help with particle emitter rotation...
still havn't figured out how to rotate this one to emitt to the front instead of shooting straight up...
Code:
ParticleEmitter2 "BlizParticle01" {
	ObjectId 24,
	Parent 13,	// "Bone_Turret"
	Unshaded,
	static Speed 351.3,
	static Variation 0,
	static Latitude 49,
	static Gravity 0,
	Visibility 16 {
		DontInterp,
		333: 0,
		1000: 0,
		1667: 0,
		4000: 1,
		4067: 0,
		4167: 1,
		4233: 0,
		4400: 1,
		4467: 0,
		5167: 1,
		5300: 0,
		5833: 0,
		6333: 0,
		7500: 0,
		8000: 0,
		9000: 0,
	}
	LifeSpan 0.3,
	static EmissionRate 85,
	static Width 0,
	static Length 0,
	Additive,
	Rows 1,
	Columns 1,
	Head,
	TailLength 1,
	Time 0.5,
	SegmentColor {
		Color { 1, 1, 1 },
		Color { 1, 1, 1 },
		Color { 1, 1, 1 },
	},
	Alpha {255, 255, 0},
	ParticleScaling {32.2, 7, 0.1},
	LifeSpanUVAnim {0, 0, 1},
	DecayUVAnim {0, 0, 1},
	TailUVAnim {0, 0, 1},
	TailDecayUVAnim {0, 0, 1},
	TextureID 4,
}
i tried to add a rotation at the end of the particle emitter code but after adding it the fileconverter crashes while converting it back
Code:
	Rotation 1 {
		Hermite,
		4000: { 0, 0,707107, 0, 0,707107 },
			InTan { 0, 0,92388, 0, 0,382683 },
			OutTan { 0, 0,92388, 0, 0,382683 },
	}

i really want to get this model done and i hope u can help me with this last problem...
the .mdx file of the model without rotated emitters is attached if you want to give it a try...
(model can be tested in WE since it doesn't use custom textures)

TIA
Domokun
10-07-2004, 11:34 PM#2
Oinkerwinkle
You're using commas as decimals instead of periods. MDLs use periods.

Your other problem is that you only have one key. That won't work well (at all) with Hermite (I don't think) because its interpolations rely on being between two keys. Try something like this:
Code:
	Rotation 2 {
		Linear,
		4000: { 0, 0.707107, 0, 0.707107 },
		5300: { 0, 0.707107, 0, 0.707107 },
	}
Replacing 5300 with the frame that is the end of the animation you have it on during.
10-08-2004, 10:33 AM#3
Domokun
it's working ^_^ ^_^

thx Oinkerwinkle
10-14-2004, 05:48 AM#4
Necromancer_187
Oinkerwinkle, could you put that in the perspective of Ribbon Emitters? I'm trying to make a ribbon emitter vertical instead of horizontal (it's supposed to be parallel to the weapon of my model, but instead its perpendicular).
10-14-2004, 02:13 PM#5
Oinkerwinkle
I rarely use ribbon emitters, so I can't think of anything that would be incredibly different. Have you tried just copying in that rotation section and changing/adding frames?
The key you'll want to go from horizontal to vertical is { 0.707107, 0, 0, 0.707107 }.
10-14-2004, 09:56 PM#6
Necromancer_187
Hrm...i'm not sure if that works for ribbon emitters, but i'll try. What should i change the frames to?
10-14-2004, 11:47 PM#7
Oinkerwinkle
Change the frames to whatever the start and end frames are of the animations you want it to display in. To find the start/end frames, look at the 'Interval' line of each 'Anim' section.

For example, if your sequences looked like
Code:
Sequences 13 {
	Anim "Stand - 1" {
		Interval { 3333, 6667 },
		MinimumExtent { -154.372, -145.345, -41.5714 },
		MaximumExtent { 135.577, 144.604, 118.823 },
		BoundsRadius 207.343,
	}
	Anim "Stand First" {
		Interval { 10000, 16667 },
		Rarity 5,
		MinimumExtent { -154.372, -145.345, -50.8508 },
		MaximumExtent { 135.577, 144.604, 129.42 },
		BoundsRadius 207.442,
	}
	Anim "Stand Second" {
		Interval { 20000, 26667 },
		Rarity 6,
		MinimumExtent { -154.372, -145.345, -58.5597 },
		MaximumExtent { 135.577, 144.604, 187.532 },
		BoundsRadius 212.742,
	}
your rotation would look like
Code:
	Rotation 6 {
		Linear,
		3333: { 0, 0.707107, 0, 0.707107 },
		6667: { 0, 0.707107, 0, 0.707107 },
		10000: { 0, 0.707107, 0, 0.707107 },
		16667: { 0, 0.707107, 0, 0.707107 },
		20000: { 0, 0.707107, 0, 0.707107 },
		26667: { 0, 0.707107, 0, 0.707107 },
	}
10-17-2004, 03:22 AM#8
Necromancer_187
Tried it....its still in the same place. Here's the .mdl (dont mind the number).
10-17-2004, 03:04 PM#9
Oinkerwinkle
Your rotation should have looked like:
Code:
	Rotation 6 { 
		   Linear, 
		   14333: { 0, 0.707107, 0, 0.707107 }, 
		   15500: { 0, 0.707107, 0, 0.707107 }, 
		   17000: { 0, 0.707107, 0, 0.707107 }, 
		   18133: { 0, 0.707107, 0, 0.707107 }, 
		   31833: { 0, 0.707107, 0, 0.707107 }, 
		   32967: { 0, 0.707107, 0, 0.707107 }, 
		   56667: { 0, 0.707107, 0, 0.707107 }, 
		   57100: { 0, 0.707107, 0, 0.707107 }, 
	}
The example was just an example, not meant to be copied directly in unmodified. I haven't tested it with the rotations changed to that in game since I don't have the CD with me at the moment, but it should work.
10-17-2004, 04:58 PM#10
Necromancer_187
I fixed the rotation, but it still doesnt work. Its still kindof perpendicular to the sword. Should i try a different rotation number to see if the rotation at the end actually works? I'm attatching the newest edit .mdl to this post. If Oinker cant test it right now, is there anyone who can?


Edit: Forgot the .mdl :\
10-21-2004, 09:17 PM#11
Necromancer_187
Anyone see anything wrong? I really want to move on with this model.
10-22-2004, 01:34 AM#12
Oinkerwinkle
Bing!
_______
10-22-2004, 11:14 PM#13
Necromancer_187
Thanks, Oinkerwinkle! I see what my problem was now. I forgot the DontInherit (Rotation) part.