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Level Editor Help Particle Fading
TheGreatCthulhu Offline
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Posts: 213
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Joined: Oct 2010
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#4
RE: Particle Fading

(EDITED: In the original post, I've mistakenly reached a completely opposite conclusion! XD)
It appears to me that it's measured from the origin of the PS source (that is, from where you placed it in the editor), to the position of the player's "head" (camera); the best way to check is to create a test custom story, simple map with a PS, and then start the game and walk back and forth. You can also add some distance-reference objects to the map, like several pillars spaced at unit distance, so that you have some sense of the lengths involved, and how the values of the parameters relate to each other.

For example, I created a relatively large smoke PS (a higher-than-player column of smoke, like from a somewhat larger fire), and when I set the first two values close (I used, 2.9 and 3.0), and then get at about 3m away, I can find the point where I can see the PS when I'm standing, but not when I'm crouching (which means that the measuring origin is on the ground, where I placed the PS object in the editor (and not somewhere up in the air, where the center of the effect is), so the distance calculated is smaller when I crouch). And if I jump, the PS goes full opacity while I'm in the air.
(This post was last modified: 12-31-2012, 10:54 PM by TheGreatCthulhu.)
12-31-2012, 10:33 PM
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Messages In This Thread
Particle Fading - by BonesTheRabbit - 12-31-2012, 04:19 PM
RE: Particle Fading - by TheGreatCthulhu - 12-31-2012, 07:08 PM
RE: Particle Fading - by BonesTheRabbit - 12-31-2012, 10:02 PM
RE: Particle Fading - by TheGreatCthulhu - 12-31-2012, 10:33 PM
RE: Particle Fading - by BonesTheRabbit - 01-01-2013, 03:52 AM



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