Thread: How to use particles

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  1. #1 How to use particles 
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    I'm interested in using particles in the same vein as animations or graphics - ie without association to a particular item (I would be fine if it worked with an invisible object though). Does anyone know how to do this through the client? I've tried playing around with the obvious classes, but haven't had any luck yet.

    Thanks for any help.
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    Quote Originally Posted by Diem View Post
    I'm interested in using particles in the same vein as animations or graphics - ie without association to a particular item (I would be fine if it worked with an invisible object though). Does anyone know how to do this through the client? I've tried playing around with the obvious classes, but haven't had any luck yet.

    Thanks for any help.
    Particles are done on the model. There is an efx editor on this site which u can download. After u download it load a model in to it and enable triangles on dat maker. After that Each triangle is where you will put particles on. then repack the model.
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  3. #3  
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    Quote Originally Posted by Johnyblob22 View Post
    Particles are done on the model. There is an efx editor on this site which u can download. After u download it load a model in to it and enable triangles on dat maker. After that Each triangle is where you will put particles on. then repack the model.
    I think his question is how to use particles without attaching them to a model, to be able to use them like objects or animations.
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    Quote Originally Posted by xplicit View Post
    I think his question is how to use particles without attaching them to a model, to be able to use them like objects or animations.
    what/??
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    You can add particles to any model, (npc/wep/object) Animations would be handled differently...because you would need to attache the particle to something thats part of the animation and only thing i can think of is a item equipment id that gets sent to client which will then get its model id make the particle visible for that...The way they work is, you place a certain particledefintion to each vertices which you can get by using a model viewer. MQO, rsdatmaker works too.

    use this aswell if u haven't already added somewhat of a start...
    https://www.rune-server.ee/runescape...-buffered.html
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  6. #6  
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    Quote Originally Posted by Johnyblob22 View Post
    what/??
    Didn't realize particles worked with object models, my apologies, never mind then!
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    I was also confused on whether particles work on any model, thanks for clarifying. I'm aware of efx, although I guess what I'm asking is if it's possible to do particles without a model. I've always thought that the snow effects outside of gwd were particles for example, although I could be wrong.
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    Quote Originally Posted by Diem View Post
    I was also confused on whether particles work on any model, thanks for clarifying. I'm aware of efx, although I guess what I'm asking is if it's possible to do particles without a model. I've always thought that the snow effects outside of gwd were particles for example, although I could be wrong.
    IIRC, the snow effects are objects.
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    If you wanted, couldn't you handle the animations in java? Just modify some of the code.

    I am not 100% sure on how to implement custom animations via a different file type than code it into the engine, not really my area. All I know is it is possible since someone showed me(He can't be named).

    Some of the benefits he said of doing this way of animation rendering on lets say bosses, weapons, gear. Is its easy to add in once its all ready.

    Kinda irrelevant here, so my apologies. Just thought I'd shine in a different point of view.

    Back to the topic, from what I understand most of the fun stuff is done through the source. I wouldn't be looking inside the client to add animations.
    I'd recommend taking a look at how the animations are done with the current framework you are using, cause I am pretty sure the standard of animations. Or from what I have adding has been objects. Well, this applies for some of the things I have done, not all. But, still its a good thing to know.
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    Quote Originally Posted by EEAZY View Post
    If you wanted, couldn't you handle the animations in java? Just modify some of the code.

    I am not 100% sure on how to implement custom animations via a different file type than code it into the engine, not really my area. All I know is it is possible since someone showed me(He can't be named).

    Some of the benefits he said of doing this way of animation rendering on lets say bosses, weapons, gear. Is its easy to add in once its all ready.

    Kinda irrelevant here, so my apologies. Just thought I'd shine in a different point of view.

    Back to the topic, from what I understand most of the fun stuff is done through the source. I wouldn't be looking inside the client to add animations.
    I'd recommend taking a look at how the animations are done with the current framework you are using, cause I am pretty sure the standard of animations. Or from what I have adding has been objects. Well, this applies for some of the things I have done, not all. But, still its a good thing to know.
    I think you might need to inform yourself more on how programming and rsps's work...

    OT: The fastes way I think would be to add the particels to a custom weapon and change the weaponEquipment in an animation (there's an opcode for it ni the animation definitions)
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