I ve modified a castle button, and use the rune particle to show the "invisible" button on a crystal mine pillar:
here what it gives:
you can see small rune particles. On the faceview it is hard to see in the screenshot, but you saw it better in the game.
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the object definition:
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Code: Select all
defineObject{
name = "mine_secret_button_crystal_pillar",
baseObject = "wall_button",
components = {
{
class = "Model",
model = "assets/models/env/castle_wall_button.fbx",
offset = vec(-0.16,0.78,0.335),
},
{
class = "Particle",
particleSystem = "runic_2",
offset = vec(-0.16,0.78,0.335),
},
{
class = "Light",
offset = vec(-0.16,0.78,0.335),
range = 3,
color = vec(0.5, 1.0, 2.5),
brightness = 3,
fillLight = true,
},
{
class = "Clickable",
offset = vec(-0.16,0.78,0.335),
size = vec(0.25, 0.25, 0.25),
--debugDraw = true,
},
},
replacesWall = false,
}
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Code: Select all
defineParticleSystem{
name = "runic_2",
emitters = {
-- runes
{
emissionRate = 4,
emissionTime = 0,
maxParticles = 100,
boxMin = {-0.15, -0.1,-0.1},
boxMax = { 0.15, 0.1, 0.2},
sprayAngle = {0,360},
velocity = {0.05,0.1},
texture = "assets/textures/particles/magic_runes.tga",
frameRate = 2,
frameSize = 32,
frameCount = 9,
lifetime = {1,2},
colorAnimation = false,
color0 = {1, 1, 1},
opacity = 1,
fadeIn = 0.1,
fadeOut = 0.1,
size = {0.05, 0.075},
gravity = {0,0,0},
airResistance = 1,
rotationSpeed = 1,
blendMode = "Additive",
depthBias = 0.1,
objectSpace = true,
},
}
}
then uncheck the model in the component description, or you will see a castle wall button.
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