Author Topic: artists :: permanent particle systems creation (xml)  (Read 2298 times)

Ka

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artists :: permanent particle systems creation (xml)
« on: 21 July 2005, 15:43:13 »
im currently trying to create particle systems for some buildings, which are emitting all the time some e.g. sparks, or just while they are producing a unit.

all XML- examples inside the magitechtree or tech faction are just projectiles and splashes, and they dont seem to work when triggered by a produce or stop-skill.

how do i have to format the type of the particle system inside the xml-file, or some other settings needed, if i want to activate it by "particle value="true" path="particle_blacksmith.xml"/>" inside the skill "produce" for example. it should look somewhat similar the the deconstruction fire FX from the glest-buildings.
and by the way, where can i find the settings for this burnable-true-fire, if there will be some?

so, if anyone could help me here, i would be most grateful.
thx in advance!
ka
« Last Edit: 1 January 1970, 00:00:00 by Ka »

Ka

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« Reply #1 on: 25 July 2005, 21:05:23 »
did some tests again today, sadly no working result. :: oh, particles, come to my world *snipp* oh particles, i summon you *snipp* ... ::
let´s see if that has worked right now.. no? hmmm...
ka
« Last Edit: 1 January 1970, 00:00:00 by Ka »

josepzin

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« Reply #2 on: 25 July 2005, 22:42:39 »
Martin-o may be will know about this question...
« Last Edit: 1 January 1970, 00:00:00 by josepzin »
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Ka

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« Reply #3 on: 8 August 2005, 23:30:15 »
in addition, i wanted to add a particle system to a tileset resource, e.g. a volcano exhaling fire sparks.. can that be done in anyway, too?
but yes, adding particle systems to buildings und units is more important.

so i was wondering, how the particles of the initate model are done, while these workers are harvesting resources. are these 3d objects done in 3dsmax (e.g. triangles with transparent texture) or is this effect in fact a particle system?

ka
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« Last Edit: 1 January 1970, 00:00:00 by Ka »

 

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