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Stacking Pixels
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Author:  Uprightpath [ Fri May 30, 2008 11:27 am ]
Post subject:  Stacking Pixels

This is a question about making things explode in a TDExplosive.

I would like to make something that explosives and tosses out a small chunk of earth that will clump together on impact, rather than settle down on itself making a thin layer. I guess the sticky particles that Data is speaking about later would be the best thing for this, but... They aren't in effect yet, so we can't really go about usin' them, can we?

I remember seeing something in one of the older tutorials about how to make it so that particles stack, rather than settle. It was during the gibbing portion when speaking about the difference between blood and bits of scrap metal.

Any help would be appreciated, and I would gladly offer some other information about what I mean, if it'd help get my answer.

Oh! And how does the gibbing spread define the angle which the gibbed bits are tossed? Is there another way to specific the angle with which they are tossed?

Cheers!

[ Edit: The gib angle problem. ]

Author:  Winterous [ Fri May 30, 2008 12:20 pm ]
Post subject:  Re: Stacking Pixels

To make particles stack, give them a really low RestThreshold, that'll make them become terrain quite quickly after stopping moving.

Author:  Uprightpath [ Fri May 30, 2008 12:24 pm ]
Post subject:  Re: Stacking Pixels

How low of a rest threshold would you suggest? At 10 the particles don't even make it past the explosion. At 50 they only stack after a moment. I'm basically trying to make it so that the explosion makes a mount of earth where it sets off.

Author:  Winterous [ Fri May 30, 2008 1:48 pm ]
Post subject:  Re: Stacking Pixels

Err, in that case you should make it gib a stationary MOSRotating that is just a big ball of earth.

Author:  FarvanTorna [ Fri May 30, 2008 4:35 pm ]
Post subject:  Re: Stacking Pixels

gold material stacks quiet nicely...
use the gold bars as the ammo and it stacks up nicely and gives you alot of gold.
I do not know any other material that stacks like gold.

Author:  Darlos9D [ Fri May 30, 2008 5:52 pm ]
Post subject:  Re: Stacking Pixels

Winterous wrote:
To make particles stack, give them a really low RestThreshold, that'll make them become terrain quite quickly after stopping moving.

Wrong. You have to give it a really HIGH RestThreshold.

I believe the range goes from -500 to 500. At least, thats what I see in base.rte, and what I use. Setting it to 500 should make it turn into terrain pretty much the instant it touches something.

Also, if you want, in the material, you can set Bounce = 0 and Friction = 1... or maybe its the other way around. If you go into Base.rte and look at the materials.ini, there's an explanation of the variables at the top of it.

Author:  Lord Tim [ Fri May 30, 2008 11:21 pm ]
Post subject:  Re: Stacking Pixels

Darlos9D wrote:
I believe the range goes from -500 to 500. At least, thats what I see in base.rte, and what I use. Setting it to 500 should make it turn into terrain pretty much the instant it touches something..


I could have sworn that was the other way around. Data uses -500 for Frag Grenades to keep them from turning into terrain and therefore not gibbing. I'm pretty sure 0 is the same as anything negative, and since you can't use decimals, 1 would be the faster-to-terrain value.

Author:  Grif [ Sat May 31, 2008 1:03 am ]
Post subject:  Re: Stacking Pixels

RestThreshold is, according to the ancient Base.rte .ini comments:
# The rest threshold in ms

The higher the restthreshold, the harder it is for a particle to become terrain. Negative values and presumably zero mean that it resists becoming terrain until a direct command from the game engine. Higher values delay it.

Author:  Lord Tim [ Sat May 31, 2008 1:14 am ]
Post subject:  Re: Stacking Pixels

Grif wrote:
RestThreshold is, according to the ancient Base.rte .ini comments:
# The rest threshold in ms

The higher the restthreshold, the harder it is for a particle to become terrain. Negative values and presumably zero mean that it resists becoming terrain until a direct command from the game engine. Higher values delay it.


According to that, I'd assume that it just waits that amount of time after the object has come to rest. So anything under 1000 or so would still be pretty fast. If you put 1, it'll wait 1 millisecond after coming to rest, and then turn into terrain. We just don't have any way of changing what the game sees as "come to rest"

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