Particle candy: Hide all particles?
Blitz3D Forums/Blitz3D Userlibs/Particle candy: Hide all particles?
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I just purchased Particle Candy after reading the comments about it. So far it works as expected. Only one problem... I am sure this is possible somehow as the particles supposedly belong to a single mesh for each emitter or so. We are having post-process rendering in our game, and I need the particles to be rendered only on one of the three renders. Easiest way out is to obviously hide the particles for the other renders. I emailed the maker of this engine but so far I haven't received any response on this. Has anybody here messed around with it enough to know how to possibly hide them? and I don't mean hiding the emitter but the particles themselves. Thanks in advance. |
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If you want to hide ALL of the particles then simply hide the mesh (there are only two unless you've modified the particlecandy code) - I think they are listed as either pt_mesh, have a look through the global variables in the include file - it is not too hard to find. |
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Create a pivot as an emitter and position it to the mesh (your actual emitter) then hide the pivot whenever you want to hide particles. |
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Got it. There are lots of undocumented functions on the library though. I am wondering what ParticleType_SetTrail () does, because I am trying to have my particles to form a nice trail as the carrier moves at high speed. |
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How did you accomplish it? Maybe useful for other people as a reference. |
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Mortiis: This is what Mike Dogan (Particle Candy's author) responded: HideEntity PTMesh(0) HideEntity PTMesh(1) As for the trails, not sure yet. |
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Hi, What is the latest version of Particle Candy? JP |
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1.5.3 I think. |
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Thx ;-) |