View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003950 | The Dark Mod | Graphics | public | 05.12.2014 19:06 | 01.02.2020 05:01 |
Reporter | SteveL | Assigned To | SteveL | ||
Priority | normal | Severity | feature | Reproducibility | N/A |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.03 | ||||
Target Version | TDM 2.03 | Fixed in Version | TDM 2.03 | ||
Summary | 0003950: Let particle effects use world axis instead of emitter axis | ||||
Description | Particle offsets and angles are calculated from the emitter's axis. The exception is gravity, which comes with a "WorldGravity" keyword that lets the effect of gravity pull particles in the correct upward direction even if the emitter falls on its side (think candle flames and smoke rising). That's enough for candle flames and puffy smoke because they are made up of layers of shapeless blobs that all come from the same origin, but if we want more detailed particle effects, we need more control. Wispy smoke is the case on hand: we want to use a multi-stage particle and have the second stage appear above the emitter origin even if the candle is at an angle. | ||||
Additional Information | Discussion: http://forums.thedarkmod.com/topic/16710-particle-request-candle-smoke/page__view__findpost__p__359642 | ||||
Tags | particle | ||||
For 2.03 I'll add a WorldAxis keyword that applies to the particle offset, so its direction of travel and spawning offset will be calculated right. We can decide later whether to extend the WorldAxis keyword to the quad rotation too. |
|
WorldAxis added, plus added to the new candle smoke effect for testing. Modified: framework\DeclParticle.cpp Modified: framework\DeclParticle.h Modified: renderer\Model_prt.cpp Completed: At revision: 6341 Applied new keyword to the new candle smoke particle at rev 14119 tdm_fire.prt New engine build at rev 14120 TheDarkMod.exe |
|
Moved the WorldAxis code from Model_prt.cpp to DeclParticle.cpp in 0003962 now that I know that Model_prt is only 1 way of using the particle system. (Although the World particle system won't need it, it's still right to have the keyword implemented in the library not one implementation of that library). |
|
Is there anything that needs to be added to DarkRadiant's Particle Editor? | |
WorldAxis is a new keyword for particle stages that affects the offset and the path. Probably the most natural place to put it would be alongside Offset on the Distribution panel. I didn't mention it yet as I hope to add more in 2.04, when I've read up on what other games have done with particles. |
|
Date Modified | Username | Field | Change |
---|---|---|---|
05.12.2014 19:06 | SteveL | New Issue | |
05.12.2014 19:06 | SteveL | Status | new => assigned |
05.12.2014 19:06 | SteveL | Assigned To | => SteveL |
05.12.2014 19:06 | SteveL | Description Updated | |
05.12.2014 19:30 | SteveL | Note Added: 0007208 | |
05.12.2014 19:54 | SteveL | Note Added: 0007209 | |
05.12.2014 19:55 | SteveL | Status | assigned => resolved |
05.12.2014 19:55 | SteveL | Fixed in Version | => TDM 2.03 |
05.12.2014 19:55 | SteveL | Resolution | open => fixed |
05.12.2014 19:56 | SteveL | Description Updated | |
05.12.2014 19:57 | SteveL | Description Updated | |
05.12.2014 19:57 | SteveL | Note Edited: 0007208 | |
08.12.2014 20:35 | SteveL | Relationship added | related to 0003962 |
08.12.2014 20:38 | SteveL | Note Added: 0007227 | |
09.12.2014 02:21 | greebo | Note Added: 0007229 | |
10.12.2014 18:18 | SteveL | Note Added: 0007234 | |
01.02.2020 05:01 | stgatilov | Tag Attached: particle |