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Particle fade problem

Abraxes Binder
Registered User
Join date: 23 May 2008
Posts: 205
06-16-2008 06:05
Particle fade problem
Hi, I want the texture (a picture) of particle to fade to alpha0, but they do not fade.
In the wiki there is a strange sentence:
PSYS_PART_START_ALPHA:
alpha of starting particle (This parameter isn't working correctly. Acts as 1 if set to value higher than 0)
i interpitate this as 'only 1 or 0 works'??
..But there is no alpha fade at all :/
Can anyone show a simple particle system that actually DO fade textures to transparent?
tyia.
_____________________
BR ab
revochen Mayne
...says
Join date: 14 Nov 2006
Posts: 198
06-16-2008 07:12
Dont know why your particles are screwing up.
Just tested this script and it works fine

CODE

// Particle System 1.0

StartSteam()
{
// MASK FLAGS: set to "TRUE" to enable
integer glow = TRUE; // Makes the particles glow
integer bounce = FALSE; // Make particles bounce on Z plane of objects
integer interpColor = TRUE; // Color - from start value to end value
integer interpSize = TRUE; // Size - from start value to end value
integer wind = FALSE; // Particles effected by wind
integer followSource = FALSE; // Particles follow the source
integer followVel = TRUE; // Particles turn to velocity direction



// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_ANGLE; // PSYS_SRC_PATTERN_EXPLODE;

// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to go to

key target = "";


// PARTICLE PARAMETERS

float age = 4.4; // Life of each particle
float maxSpeed = 1; // Max speed each particle is spit out at
float minSpeed = 0; // Min speed each particle is spit out at
//string texture="water";
string texture = "Particle Arrow"; // Texture used for particles, default used if blank
float startAlpha = 1; // Start alpha (transparency) value
float endAlpha = 0; // End alpha (transparency) value
vector startColor = <1,1,1>; // Start color of particles <R,G,B>
vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <5,5,.1>; // Start size of particles
vector endSize = <10,10,.1>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,0>; // Force pushed on particles

// SYSTEM PARAMETERS

float rate = 0.5; // How fast (rate) to emit particles
float radius = 3; // Radius to emit particles for BURST pattern
integer count = 1; // How many particles to emit per BURST
float outerAngle = PI; // Outer angle for all ANGLE patterns PI/4
float innerAngle = 0.5; // Inner angle for all ANGLE patterns
vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles

// SCRIPT VARIABLES

integer flags;


flags = 0;

if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;

llParticleSystem([ PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);

}

default
{
state_entry()
{
StartSteam();
}
}

Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
06-16-2008 07:26
PSYS_PART_START_ALPHA and PSYS_PART_END_ALPHA take float values that can by anywhere from 0.0 to 1.0. With the lowest value being no transparency to the highest being 100% full transparency. The most reasonable increment is 0.01 but I think that increments of 0.001 are possible. (^_^)

To get information on Float look here >> http://wiki.secondlife.com/wiki/Float << (^_^)

If you're after a particle that goes from fully visible and fades to fully invisible you want to set PSYS_PART_START_ALPHA to 0.0 and PSYS_PART_END_ALPHA to 1.0. In fact, I just made myself a cute "LAWL" poofer using those exact settings this past week. (^_^)y
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http://slurl.com/secondlife/Ferguson/54/237/94
Abraxes Binder
Registered User
Join date: 23 May 2008
Posts: 205
Thanks
06-16-2008 08:29
I have given up trying to find out why my pSyst screws up :/
I cant see -any- difference , but they must be different couse yours fade, mine doesent ... so w e i r d
Thank you.
BR ab
_____________________
BR ab
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
06-16-2008 12:27
A changing alpha requires the PSYS_PART_INTERP_COLOR_MASK flag. Do you have that turned on?
Abraxes Binder
Registered User
Join date: 23 May 2008
Posts: 205
ayy..
06-17-2008 01:39
gee Hewee, that is missing from the wiki. for PSYS_PART_START_COLOR the mask is listed as prerequested, but for PSYS_PART_START_ALPHA there is no mask listed at all -only that weird
"(This parameter isn't working correctly. Acts as 1 if set to value higher than 0)"
sentence-
Now, i deleted my own faulty mehh so i cant check if it indeed was the missing mask, but im sure it was :/
Thanks for the info Hewee! It will definately come in play some day ;)
_____________________
BR ab