Lotus particle system.
Community Forums/General Help/Lotus particle system.
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Hi I am trying to implement in my project using Lotus particle system, however I think this not being very good and away from what you should look like. I need to look that up dust or dirt tires, anyone help me to better code. SetEmitterSize EmisorTierra%,10,10,10 SetEmitterViewMode EmisorTierra%,1 SetEmitterVelocity EmisorTierra%,0,2,0 SetEmitterEmissionRate EmisorTierra%,6 SetEmitterWaitSpan EmisorTierra%,2,1 SetEmitterLifespan EmisorTierra%,10,0,1,0 SetEmitterVelocityJitter EmisorTierra%,1,1,1,1,0 SetEmitterColor EmisorTierra%,255,184,149 SetEmitterGravityJitter EmisorTierra%,.5,0,1 SetEmitterGravity EmisorTierra%,0 SetEmitterWeight EmisorTierra%,1 SetEmitterBounce EmisorTierra%,-2,1 |
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As it seems to be a "visual" problem (particles seem to move as they should) - adjust the startAlpha, alphaDecay (or how they call it), fadingSpeed ... another thing: your "smoke" should be a alpha'ed image too (already looking like dust with more or less transparency). Using a fully opaque texture with "fading out"-borders will result in what you see in your screenshot. have a look on google images "smoke texture png". forum does not like this link to get "clickable" so in printable form: https://encrypted.google.com/search?tbm=isch&q=smoke%20texture&tbs=imgo:1#q=smoke+texture+png&safe=off&tbm=isch Examples then are: (see how it mixes with the background) If you only find "jpegs", they do not contain alphas, they need to be drawn in a "multiplied" way - in BlitzMax this is something like Lightblend/shadeblend. Another tipp: The more details a texture has, the more likely people recognize "patterns" which makes things look artificial. For example the dust then looks as if it "restarts" every 5 pixels. bye Ron |
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Derron Hello friend, I have used the new texture you put into the post, and apparently think it looks better. What do you think? |
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For me it looks to "puffy" ... just to "circular" ... maybe you find a texture with more variations - or if you want: use "multiple textures" - so it adds more variation. Also play with random start values - so alpha varies from 0.2-0.5 instead of 0.5 each time. So it looks more "random", more "natural". All in all I think you now know what might improve the look of the particles. bye Ron |
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you - add some noise to the image used for the particles, also use more alpha. :) |
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The Spirit rover won't throw up any dust whatsoever. Its maximum speed is 1km every five hours. |
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Gfx oO??? 1 K... hour. |
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@public forum enemy 1 :D gravity on mars is 0.32*9.81m/sē (excuse if you live in an area with a varying gravity ;D). So you need less "energy" to move dust particles. Means: they move a bit different than on earth - like "dazzled" or "slowed down". The "dust" might not be that puffy, but if some "small stones" are thrown through the air when moving - I think that is ok (eg. tires blocked for 100ms - so next movement is full of energy throwing some pebbles for 10cm). I accept slight "movement"-effects more than I accept dogs moving in circles to grow plants (aka YUEs tries are more exciting than the one of xylvan). bye Ron |
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I just want to make a game and not a real simulator mars :S |
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Yue>>I like the render, you are making progress, well done :) What is the effect which makes the fog "glow" on the screenshots in the post #3 ? Is it bloom ? Is it the same effect you used for the sky in your previous game ? |
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Yes, it's Glow... Now I'm trying to do the tracks in the Martian soil, and trying to understand which is interpolicacion with RenderWorld CaptureWorld and, you know what that is? |
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trying to understand which is interpolicacion with RenderWorld CaptureWorld and, you know what that is? I don't understand what you mean, please rephrase. |
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Interpolation? Is this what you are talking about YUE? |
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Hi, is what is used with CaptureWorld and RenderWorld [tween] demo of the castle, in which case I noticed that if I use that although the frame rate is much lower, the continuous application being fluent. The question is if it works for you in more faster than my machine, no fence so fast the application. |
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Oh i see you want to have the same speed on all machines. One way to do it is like this : http://blitzbasic.com/codearcs/codearcs.php?code=2916 |