help on particles

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hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

help on particles

Post by hyteria »

hello , today i need help to made my particles much more SLOW
this is too fast and i don t know how to make it slower

defineParticleSystem{
name = "freezing",
emitters = {

-- fog
{
emissionRate = 10,
emissionTime = 0,
maxParticles = 40,
sprayAngle = {0,360},
velocity = {0.3},
objectSpace = true,
texture = "assets/textures/particles/fog.tga",
lifetime = {0.4,0.6},
color0 = {0.5, 0.5, 1},
opacity = 0.3,
fadeIn = 0.4,
fadeOut = 0.2,
size = {1, 2},
gravity = {1,10,1},
airResistance = 0.5,
rotationSpeed = 1,
blendMode = "Additive",
},

thx
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Phitt
Posts: 442
Joined: Tue Aug 14, 2012 9:43 am

Re: help on particles

Post by Phitt »

All you need can be found here:

http://www.grimrock.net/modding/asset-d ... reference/ (look at the 'particle systems' category)

Velocity and gravity affect speed, I think air resistance may have a small effect as well. In your case you have the gravity set to 1,10,1, which means the particles will shoot into the air like they are made of metal and there is a huge magnet on top of them. I'm not sure what you're exactly trying to do, but if you want them to rise more slowly you should decrease the gravity to something like 1,2,1 for example.
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: help on particles

Post by hyteria »

thx for reply i m gonna check that )
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antti
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Joined: Thu Feb 23, 2012 1:43 pm
Location: Espoo, Finland
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Re: help on particles

Post by antti »

A good way to start working on your own particle systems is to take a look at the particle systems that are included in the game. You can find the particle scripts from the asset pack available at: http://www.grimrock.net/modding/asset-pack/

But what I often do in situations like these is that I "reset" the situation by setting all the parameters to zero that affect the speed (velocity, gravity, air resistance) and then work through the parameters one at a time, starting with velocity.

Oh and one further note about the gravity parameter: the numbers in it correspond to X, Y, Z. Typically X and Z are 0 unless you want to simulate wind.
Steven Seagal of gaming industry
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: help on particles

Post by hyteria »

hehe antii that is what i do to made particles , i never code before and just trying to do my best by learning on forum and checking everywhere i can find ideas )

thx for help i keep working )
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: help on particles

Post by hyteria »

next problem , i did a blood particles but i didn t find how to place into space i mean i want to put it close to wall to make a eye_statue with a fountain of blood in mouth

any idea?

defineParticleSystem{
name = "blood",
emitters = {

{
emissionRate = 1000,
emissionTime = 10,
maxParticles = 10000,
boxMin = {-0.0, 3.3,-0.0},
boxMax = { 0.0, 3.3, 0.0},
sprayAngle = {170,180},
velocity = {0.1,3},
texture = "assets/textures/particles/fog.tga",
lifetime = {5,5},
color0 = {20, 0.08, 0},
opacity = 0.3,
fadeIn = 0.3,
fadeOut = 1,
size = {0.1, 0.2},
gravity = {0,-0.85,0},
airResistance = 0.1,
rotationSpeed = 0.3,
blendMode = "Translucent",
}

}
}
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Phitt
Posts: 442
Joined: Tue Aug 14, 2012 9:43 am

Re: help on particles

Post by Phitt »

boxMin and boxMax determine where the particles emit from. Grimrock tiles have a dimension of 3x3x3 units (though the ceiling height may exceed 3 units, see prison tileset), so you need to know where the mouth of the statue is. Easiest way to find out would be a modeling program, you could look up the exact position of the mouth there. Otherwise you will have to use trial and error, which shouldn't take that long either.

If you want the particle effect to stay forever you can also use a light object and set the anchor position there.

Just an example so you can see how it works:

boxMin = {1.5, 0,0},
boxMax = {1.5, 0,0},

would make the particle effect emit from the middle western edge of the tile on ground level while

boxMin = {-1.5, 1.5,1.5},
boxMax = {-1.5, 1.5,1.5},

would make it emit from the northeast corner in a height of 1.5 units (which is usually in the middle between ceiling and floor).

EDIT: To clarify: the three coordinates in boxMin/Max are X,Y and Z. If you look at a Grimrock square in the editor/game then X is west, -X is east, Z is north, -Z is south, Y is up and -Y is down. So at 0,0,0 you are at the center of a square tile on ground level.
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: help on particles

Post by hyteria »

many thx phitt , i tried many time with that damn box without result , i m gonna try with your paramentter , i didn t have any modelling programs so i m gonna do some try )
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: help on particles

Post by hyteria »

boxMin = {-1, 0.6,0},
boxMax = {-1, 0.6,0},

seems to be a perfect fit , thx again for tip i had to learn no how to made some arc effect

Image
hyteria
Posts: 266
Joined: Sat Dec 29, 2012 8:22 pm

Re: help on particles

Post by hyteria »

maybee much more realistic blood , with sounds added its very pleasant )

Image
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