| 11-03-2004, 07:50 PM | #1 |
Hi every1, after studing about particles used in wc3, i've finanlly found the real type of particle of particle emitters 1, not 2, they seen to be super spray particles, they are used as attachment particles. Have you ever seen the death anim of a dragon model from blizzard in wc3, if you saw it then you surelly saw many bones moving like spraying around, that effect is only done by particle emitters1. they are structured in this way in mdl: Code:
}
ParticleEmitter "SuperSpray05Bones" {
ObjectId 73,----object id
EmitterUsesMDL,---if the part attachs another mdx them it finish in mdl if it uses
-- images then it finish in TGA
static EmissionRate 24,---normal emition rate(parts created by second)
static Gravity 2155.83,
static Longitude 3.14159,
static Latitude 0.506145,
Visibility 9 {
DontInterp,
667: 0,
2333: 0,
4333: 0,
8333: 0,
10000: 0,
18000: 0,
18067: 1,
18300: 0,
23333: 0,
}
Particle {
static LifeSpan 2.5,
static InitVelocity 560,-----initial speed
Path "SharedModels\Bones1.MDL",-------path if it is a mdl part, them it have a ------path for a model and if it is tga them it have a path for skin (textures.white.blp)
}
} many wc3 effects like blood parts created at mortar splash is created by this type of particles. |
| 11-03-2004, 11:45 PM | #2 |
Actually, only a tiny minority of emitters in wc3 use that type of emitter. Although it seems like it would be hugely useful, it has some limitations. For one thing, it takes very few parameters compared with texture emitters. You can't control alpha or color or scale, for example. For another, the models emitted are all emitted in the same orientation. Which means that if the model isn't either spherical or rotating in its stand animation (as does Bones1.MDL), it looks pretty terrible. |
| 11-04-2004, 02:35 AM | #3 | |
Quote:
ya but if you create a particle2 in other model them you can attach it to this 1, so you can make really good effects. |
| 11-04-2004, 02:12 PM | #4 |
Might be so, but I yet have to see a good applied superspray of mdx with another particle on it in reality =P. Bliz officials already said they ditched this option a long time ago because it was not practical (or not optimised). You should try to create an example model that shows this in practice that: A) looks good B) isnt bad for polycount Ive tried what you said a long time ago but never found any suitable result that could content with it. I rather work with helpers etc to do the job. |
