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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Gibbing MOSParticles
Can you make MOSParticles gib on contact? I'm trying to make a laser sight, and unless you can do that then it won't work well enough to bother.
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Wed Apr 16, 2008 1:26 pm |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Gibbing MOSParticles
Perhaps gibbing will be my next tutorial subject.
But no, you cannot have either MOPixels or MOSParticles gib. Only Actors and MOSRotating.
But if you're making a lasersight, I assume, you're using an emitter.
And emitters can emit...
Anything.
Except, perhaps... TerrainObjects...
But don't quote me on that.
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Wed Apr 16, 2008 3:03 pm |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: Gibbing MOSParticles
Lord Tim wrote: Perhaps gibbing will be my next tutorial subject.
But no, you cannot have either MOPixels or MOSParticles gib. Only Actors and MOSRotating.
But if you're making a lasersight, I assume, you're using an emitter.
And emitters can emit...
Anything.
Except, perhaps... TerrainObjects...
But don't quote me on that. Not TerrainObjects, I've tested.
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Wed Apr 16, 2008 3:33 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Gibbing MOSParticles
this is covered on the wiki... sigh, you obviously need to look at it, but hey nobody else does. http://www.datarealms.com/wiki/index.ph ... king_Index
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Wed Apr 16, 2008 5:48 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Gibbing MOSParticles
Lord Tim wrote: Perhaps gibbing will be my next tutorial subject.
But no, you cannot have either MOPixels or MOSParticles gib. Only Actors and MOSRotating.
But if you're making a lasersight, I assume, you're using an emitter.
And emitters can emit...
Anything.
Except, perhaps... TerrainObjects...
But don't quote me on that. I tried using MOSRotatings, using a small sprite makes them not collide well, and I had a laser shooting backwards too. *sigh* I suppose it's just not possible yet.
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Thu Apr 17, 2008 8:05 am |
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Thanatos
Joined: Sat Jan 06, 2007 3:58 am Posts: 346 Location: Germany
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Re: Gibbing MOSParticles
The reason they do not collide and gib well is because you need to mess with the atomgroups and depth.
And btw guys, for like the 20th time, emitters can gib.
And tim, you missed TD's.
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Thu Apr 17, 2008 8:03 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Gibbing MOSParticles
Thanatos wrote: The reason they do not collide and gib well is because you need to mess with the atomgroups and depth. Someone should make a tutorial for that... I have a feeling that less than a quarter of the active people here knows how to use them. I know i don't. Not necessarily pointing at you, but someone who does know how to. ... Don't forget ACRockets, ACDropShips and Attachables :0 But yeah, MOSParticles can't, much to many modders' dismay. It would be nice if it was added in one of the next builds
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Thu Apr 17, 2008 8:29 pm |
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Thanatos
Joined: Sat Jan 06, 2007 3:58 am Posts: 346 Location: Germany
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Re: Gibbing MOSParticles
However, you could just go around that by adding an attachable mosparticle to a 1 pixel mosrotating to achive the same effect.
Also, ask zalo.
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Thu Apr 17, 2008 8:50 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Gibbing MOSParticles
Thanatos wrote: However, you could just go around that by adding an attachable mosparticle to a 1 pixel mosrotating to achive the same effect.
Also, ask zalo. Hmm, that would effing work!
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Fri Apr 18, 2008 8:56 am |
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Thanatos
Joined: Sat Jan 06, 2007 3:58 am Posts: 346 Location: Germany
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Re: Gibbing MOSParticles
You are welcome.
Also, I have apm around from data explaining atomgroup and depth, let me see if I can find it.
-Semininjaedit-
------------------------------------------------------------------------------------------- So the AtomGroup is the bunch of colliding physical atoms that should be on the 'surface' of the object (on the sprite's silhouette). They collide with other objects and the terrain. The depth and resolution properties determine how dense and how deep into the sprite's surface they are positioned.
The DeepGroup is a bunch of points that when intersected by the terrain, make the object delete its silhouette fromt he terrain, effectively carving out a chunk the shape of itself. These are supposed to be placed at a depth deeper than the AtomGroup, since the terrain should only be dug out if the object sinks into the terrain enough.
For a 1x1 size sprite, the deep group is pointless, and the atomgroup will automaticlaly only be one atom in the middle of it, so the properties you give it won't really matter either.
- D -------------------------------------------------------------------------------------------
Anything else?
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Fri Apr 18, 2008 9:00 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Gibbing MOSParticles
õ_o
I don't quite get DeepGroup, but eh. And also, that's cool, but could someone give everyone an example of how you would manually do an AtomGroup?
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Fri Apr 18, 2008 9:32 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Gibbing MOSParticles
Oh wow, this is awesome, now i can finally make a laser that doesn't have balls located on it :3
Edit: So let me see if i got it right, AtomGroup collides with other AtomGroups, while DeepGroup collides with the terrain?
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Fri Apr 18, 2008 12:20 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Gibbing MOSParticles
Shook wrote: Oh wow, this is awesome, now i can finally make a laser that doesn't have balls located on it :3
Edit: So let me see if i got it right, AtomGroup collides with other AtomGroups, while DeepGroup collides with the terrain? actually I think it is in reverse? because deepcheck is what makes my particles eat through terrain (via hitting each other and pushing the other one into the ground). >:( needs a fix data, it's been like that for... well... ever? (they eat through absolutely any material) edit: however whenever I ask no one tells me so how the ♥♥♥♥ would I know, I'd appreciate it if someone were to reply with what depth actually does since it "already well known"
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Fri Apr 18, 2008 5:59 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Gibbing MOSParticles
Winterous wrote: And also, that's cool, but could someone give everyone an example of how you would manually do an AtomGroup? Look in Base.rte/Actors.ini Copy the foot atomgroup, and edit it into whatever shape. Each one of the atoms is just an offset where there's a pixel. Each atom also has a material, so, someone correct me if I'm mistaken, you can give different parts of one object different materials. Anyways, in your object that you want to give a manual atomgroup, instead of the Autogenerate and material, use a copyof to copy the atomgroup you previously defined. But, I really can't say that's the best or even a good method, seeing as all I accomplished with it was collisions with terrain, and I never got it to collide with other MOs. (see: invisible shield topic) And I also have no idea what's up with Depth and Resolution.
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Fri Apr 18, 2008 9:54 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Gibbing MOSParticles
yeah, but won't this push you away from the ground? unless it doesn't collide... which beats the whole point.
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Sat Apr 19, 2008 2:03 am |
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