Thread: [731] Rendering particles

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  1. #11  
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  2. #12  
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    bump, nobody knows 3d modelling?
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    I wish I could help you.
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    Quote Originally Posted by Admiral Slee View Post
    I wish I could help you.
    Thanks, at least right now I have a temporary solution where I load the square texture around the center point of the triangle (same middle point). It looks okay, though I'd like to get input on how I'm actually supposed to do it. I also have no idea where the velocity could be stored in particle defs, trying stuff with opcode 1 >.> It looks like this now (5F * 100F y velocity):

    Attached image

    Oh and here's a paste of all the opcodes (all common opcodes except 15 which isn't present in like 2 defs): https://pastebin.com/B8i5XESV

    1 is 2 sets of 2 vars used for something:could be initial velocity 0-16384 but then again there's 4 vars, not 3
    unknown1 = var2 - var1
    unknown2 = var4 - var3

    3, 7 and 8 is a set of 2 variables used for something with the formula:
    unknown = var1 + Math.random(var2 - var1);

    6 is colors
    15 is textureId
    18 is a mask of some sort? I know it's used for colors too to some degree
    20 & 21 is idk, its used with opcode 18
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    edit: looking into possible solutions where opcode #1 could be 2 camera positions for particle velocity
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    I could be completely wrong:

    Could opcode 1 happen to be min,max horizontal/verticle angles?

    Opcode 3 i believe is min/max speeds.

    Opcode 7 i think is min/max lifetime.

    Opcode 8 i think is the min/max particle rate.

    Opcode 18 is the fade colour.
    Last edited by __super; 10-06-2017 at 01:17 AM. Reason: Adding
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  9. #17  
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    Quote Originally Posted by Wonfa View Post
    I could be completely wrong:

    Could opcode 1 happen to be min,max horizontal/verticle angles?

    Opcode 3 i believe is min/max speeds.

    Opcode 7 i think is min/max lifetime.

    Opcode 8 i think is the min/max particle rate.

    Opcode 18 is the fade colour.
    That would make alot of sense, thanks alot. Just to be safe, did you just guess them out or did you already have some of the data refactored? Anyway, I'm curious about what you said about opcode #1. You said it could be used for horizontal/vertical angles but what about the z-axis? It's not just x & y right?

    Oh and I still haven't figured out where the origin of the particle is, should I spawn it anywhere inside the emiter triangle?
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    Im pretty sure there is just x,y and origin in the middle of the triangle
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  12. #19  
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    I have a ton of knowledge (actually videos/guides/code) from Luminous from about 2 years ago when he did map / model work for Prodigy-X. I'll sift around my desktop and see if I can find it for you.
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  14. #20  
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    Quote Originally Posted by 'William View Post
    I have a ton of knowledge (actually videos/guides/code) from Luminous from about 2 years ago when he did map / model work for Prodigy-X. I'll sift around my desktop and see if I can find it for you.
    Thanks, I know he took down the videos he had here. It would be interesting if there's one of him going into details about particles themselves.
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