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Textured Particle and Alpha

Yuka Itamae
Registered User
Join date: 24 Jul 2006
Posts: 38
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.
Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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
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.
Yuka Itamae
Registered User
Join date: 24 Jul 2006
Posts: 38
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.