Particles not working...
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Paul Wardark
Wait, what?
Join date: 10 Jan 2009
Posts: 383
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07-13-2009 13:27
Anyone have any idea why a particle system would continue to burst at max speed, effected by wind, despite changes to the burst rate, and no call for wind_mask?
default { state_entry() { llParticleSystem( [ PSYS_PART_FLAGS, PSYS_SRC_TEXTURE, "FOG420", PSYS_PART_EMISSIVE_MASK, PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP, PSYS_PART_MAX_AGE, 0.5, PSYS_SRC_BURST_RATE, 5, PSYS_PART_START_SCALE, < 0.01,0.01,0.01>, PSYS_PART_END_SCALE, < 0,0,0>, PSYS_PART_START_COLOR, < 1,1,1>, PSYS_PART_START_ALPHA, 0.75, PSYS_PART_END_ALPHA, 0.0 ] ); }
}
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Tali Rosca
Plywood Whisperer
Join date: 6 Feb 2007
Posts: 767
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07-13-2009 13:38
You don't actually *set* a PSYS_PART_FLAGS, which pretty much invalidates your whole call, since the parameters are then in an incorrect order. You need an integer (bit-flag mask) after PSYS_PART_FLAGS.
Also, PSYS_SRC_BURST_RATE must be a float. So write it as 5.0.
ETA: Oh, I see you have a PSYS_PART_EMISSIVE_MASK mixed in there. Move that up where it belongs, after the PSYS_PART_FLAGS.
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Paul Wardark
Wait, what?
Join date: 10 Jan 2009
Posts: 383
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07-13-2009 13:44
And then this gives me a script error about the start color.
default { state_entry() { llParticleSystem( [ PSYS_SRC_TEXTURE, "FOG420", PSYS_PART_EMISSIVE_MASK, PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP, PSYS_PART_MAX_AGE, 2.0, PSYS_SRC_BURST_RATE, 5.0, PSYS_PART_START_SCALE, < 1,1,1>, PSYS_PART_END_SCALE, < 0.0,0.0,0.0>, PSYS_PART_START_COLOR, < 1.0,1.0,1.0>, PSYS_PART_START_ALPHA, 0.75, PSYS_PART_END_ALPHA, 0.0 ] ); }
}
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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07-13-2009 13:48
Try: default { state_entry() { llParticleSystem( [ PSYS_SRC_TEXTURE, "FOG420", PSYS_PART_FLAGS, PSYS_PART_EMISSIVE_MASK, PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP, PSYS_PART_MAX_AGE, 2.0, PSYS_SRC_BURST_RATE, 5.0, PSYS_PART_START_SCALE, < 1,1,1>, PSYS_PART_END_SCALE, < 0.0,0.0,0.0>, PSYS_PART_START_COLOR, < 1.0,1.0,1.0>, PSYS_PART_START_ALPHA, 0.75, PSYS_PART_END_ALPHA, 0.0 ] ); } }
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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07-13-2009 13:49
You still need the PSYS_PART_FLAGS in there. PSYS_PART_EMISSIVE_MASK is a parameter to PSYS_PART_FLAGS, and has to immediately follow it.
Edit: See Meade's version.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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07-13-2009 13:50
That's because you don't have PSYS_PART_INTERP_COLOR_MASK set. You ought to set PSYS_PART_END_COLOR as well.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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07-13-2009 13:54
And to clarify Rolig's comment, you need:
PSYS_PART_FLAGS, PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_EMISSIVE_MASK,
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Paul Wardark
Wait, what?
Join date: 10 Jan 2009
Posts: 383
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07-13-2009 14:01
Awesome, that works much better.
The only other thing I wonder is if there's any way to apply "gravity" to the particles, so they fall?
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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07-13-2009 14:03
You should check out the Particle Laboratory - just search/places for it. Tons of good info on how particles work, what the various settings do and starter scripts there..
Two thumbs up.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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07-13-2009 14:06
PSYS_SRC_ACCEL, < 0,0,-9.8>
If you want them to fall under 1 gravity. It's common to use a smaller acceleration... it may not be realistic but it looks better in many cases.
For smoke or buoyant particles, you'd give them a positive acceleration.
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Tali Rosca
Plywood Whisperer
Join date: 6 Feb 2007
Posts: 767
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07-13-2009 14:47
I always just start with this one: http://talirosca.wikidot.com/particle-scriptand work my way through each parameter, setting the values I estimate are correct, and then fine-tune from there.
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Paul Wardark
Wait, what?
Join date: 10 Jan 2009
Posts: 383
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07-13-2009 15:58
Alright. Thanks everybody. Should get a nice little effect out of this.
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