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Yuka Itamae
Registered User
Join date: 24 Jul 2006
Posts: 38
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11-04-2006 23:59
Hi all,
I was just wondering whether
PSYS_PART_START_ALPHA
and
PSYS_PART_END_ALPHA
work with textured particles?
I have applied these to my textured particle system but there seems to be no fade out (and no fade in, so I didn't get the alpha numbers the wrong way around.)
When the particles reach the end of their life they vanish in one swift change rather than gradually fade away.
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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11-05-2006 00:30
It does work with textured particles, yes.
Did you also set the PSYS_PART_INTERP_COLOR_MASK which highlights the fact to the system you want it to change colour and/or alpha?
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Yuka Itamae
Registered User
Join date: 24 Jul 2006
Posts: 38
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11-05-2006 00:50
Ah, no Eloise, I didn't use that.
Thanks for the help, I'd better go back in world and change it.
Take Care.
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Yuka Itamae
Registered User
Join date: 24 Jul 2006
Posts: 38
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11-05-2006 01:12
Okay, I did that but now my particle system doesn't function.
When I save the script the particles don't appear and I get the error message (in-world, not within the LSL box):
Object: PSYS error: rule 12 error, PSYS_PART_START_COLOR needs vector data
- This is despite the fact that it does have the vector set at <1.0,1.0,1.0> (and also I have tried with variations.)
Any ideas?
EDIT:
I didn't OR the new part, just put a comma in.
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