Lightsource Origin/Particle Anchoring questions
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Lightsource Origin/Particle Anchoring questions
1) Does anyone have experience with where a tile's lightsource origin is set vec(0,0,0)? Is it centre floor, centre ceiling etc
2) When attaching a particle effect to a lightsource, rotating it north/south/east/west facing in the editor( the green triangle tool), has no effect on where the particle is....how's it anchored? ie a burning flame on a corner of a floor tile won't rotate in 90 degree increments.
2) When attaching a particle effect to a lightsource, rotating it north/south/east/west facing in the editor( the green triangle tool), has no effect on where the particle is....how's it anchored? ie a burning flame on a corner of a floor tile won't rotate in 90 degree increments.
Re: Lightsource Origin/Particle Anchoring questions
0,0,0 is indeed the centre floor of the tile and as I understand it tiles are 3x3x3 in size.SpacialKatana wrote:1) Does anyone have experience with where a tile's lightsource origin is set vec(0,0,0)? Is it centre floor, centre ceiling etc
As an example from the asset pack, "temple ceiling lamps" light source is at (0,3,0)
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
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- Posts: 163
- Joined: Fri Sep 14, 2012 6:20 pm
Re: Lightsource Origin/Particle Anchoring questions
Yeah that makes sense to me Grimwold, now I just need to be able to fix the particle effect so it rotates in increments (like statues/torches etc) tried last night to fiddle but nature beat me in the end...and I'm kinda losing interest atm while the games's broke
Re: Lightsource Origin/Particle Anchoring questions
Actually I think that 0,0,0 is the very center of the cube horizontally and vertically. When working with particle effects to create a low mist near the floor I had to set the minimum and maximum Y values to negative numbers.
The temple ceiling lamps are recessed into the ceiling hence their Y value of 3 placing them 4.5m off the ground.
The temple ceiling lamps are recessed into the ceiling hence their Y value of 3 placing them 4.5m off the ground.
Re: Lightsource Origin/Particle Anchoring questions
Prison ceiling lamps are at 4.5, whereas Temple ones are at 3 according to the definitions in the asset pack.Bucnasti wrote:Actually I think that 0,0,0 is the very center of the cube horizontally and vertically. When working with particle effects to create a low mist near the floor I had to set the minimum and maximum Y values to negative numbers.
The temple ceiling lamps are recessed into the ceiling hence their Y value of 3 placing them 4.5m off the ground.
Also, not sure if you already know this but, the vector co-ordinates system used is left handed with y pointing vertically..
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: Lightsource Origin/Particle Anchoring questions
that's a "handy" little picture explanation!
Finished Dungeons - complete mods to play
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Re: Lightsource Origin/Particle Anchoring questions
I realised when adding a particle effect to a lightsource, that the coord vector of the particle effect translates from the position of the light object. All sorted now, thanks for your help Grimwold. I have sorted what I set out to do:)
Re: Lightsource Origin/Particle Anchoring questions
Perhaps the origin point is different for objects and particles then because particle effects are clearly centered vertically in the square.
if the vertical origin was on the floor then gas particles would be spawning below it.
Code: Select all
defineParticleSystem{
name = "poison_cloud",
emitters = {
-- blast
{
spawnBurst = true,
maxParticles = 15,
boxMin = {-0.5, -0.4,-0.5},
boxMax = { 0.5, 0.2, 0.5},
Re: Lightsource Origin/Particle Anchoring questions
I tried to make a special particle with no rotation at all but I can't find how to do.
When particle appears, it always apply some random rotation. Did I miss something ?
When particle appears, it always apply some random rotation. Did I miss something ?
Re: Lightsource Origin/Particle Anchoring questions
I don't think you have done anything wrong.Pandafox wrote:I tried to make a special particle with no rotation at all but I can't find how to do.
When particle appears, it always apply some random rotation. Did I miss something ?
As far as I have tested this, the behavior you observe is correct.
It seems that the particle always have a random rotation when spawned, even when you specifically indicate 0 for the rotation parameter.
With the fact that the particles are always facing the camera that two limits I know of for the current particle system. For example we can't apply animated particle texture to an horizontal plane since the particle will be drawn vertically.
I do not know if this can be upgraded or changed by the devs easily, but it could be nice to have a more advanced system where there is no rotation in the texture when you do not want it and where you can apply the particle effect on a surface not aligned with the camera facing.