Teleportation particle system with MeshShape
Posted: Sat Jul 06, 2019 3:57 pm
When I spawn a monster (or teleport it in), it suddenly appears out of thin air.
If the player can see this, it gives the impression that the mod is unfinished.
Andak Rainor suggested using the "teleportation_effect" object, which uses the "teleportation" particle system:
viewtopic.php?f=22&t=18255&p=117091#p117094
It doesn't look bad, but the particle system always has the same shape, and it's often too big for the monster.
So I simply added this to all emitters of the "teleportation" particle system:
emitterShape = "MeshShape",
On some monsters, it looks perfect:
- herder
But on others, the particle system is too high:
- forest_ogre
- fjeld_warg
- sand_warg (not as pronounced as the sand_warg)
Has anyone experiemented with this and come up with a particle system that better follows the monster shape?
If the player can see this, it gives the impression that the mod is unfinished.
Andak Rainor suggested using the "teleportation_effect" object, which uses the "teleportation" particle system:
viewtopic.php?f=22&t=18255&p=117091#p117094
It doesn't look bad, but the particle system always has the same shape, and it's often too big for the monster.
So I simply added this to all emitters of the "teleportation" particle system:
emitterShape = "MeshShape",
Code: Select all
defineParticleSystem{
name = "teleportation_new",
emitters = {
-- fog
{
emitterShape = "MeshShape",
spawnBurst = true,
emissionRate = 0,
emissionTime = 0,
maxParticles = 10,
boxMin = {-1.0, 0.5,-1.0},
boxMax = { 1.0, 2.5, 1.0},
sprayAngle = {0,360},
velocity = {0.1,1},
objectSpace = true,
texture = "assets/textures/particles/fog.tga",
lifetime = {0.5,0.5},
color0 = {0.190294, 0.365000, 0.450490},
opacity = 0.3,
fadeIn = 0.2,
fadeOut = 0.2,
size = {2, 2},
gravity = {0,0,0},
airResistance = 0.1,
rotationSpeed = 0.3,
blendMode = "Additive",
},
-- stars
{
emitterShape = "MeshShape",
emissionRate = 1000,
emissionTime = 0.2,
maxParticles = 1000,
boxMin = {-1.5,-0.5,-1.5},
boxMax = { 1.5, 2.5, 1.5},
sprayAngle = {0,30},
velocity = {0.5,1.5},
objectSpace = true,
texture = "assets/textures/particles/teleporter.tga",
lifetime = {0.4,0.6},
color0 = {1.8,1.8,1.8},
opacity = 1,
fadeIn = 0.01,
fadeOut = 0.4,
size = {0.1, 0.3},
gravity = {0,-1,0},
airResistance = 0.1,
rotationSpeed = 2,
blendMode = "Additive",
},
-- small stars
{
emitterShape = "MeshShape",
emissionRate = 1000,
emissionTime = 0.2,
maxParticles = 1000,
boxMin = {-1.5,-0.5,-1.5},
boxMax = { 1.5, 2.5, 1.5},
sprayAngle = {0,30},
velocity = {0.5,1.0},
objectSpace = true,
texture = "assets/textures/particles/teleporter.tga",
lifetime = {0.4,0.6},
color0 = {1.6,1.8,1.8},
opacity = 1,
fadeIn = 0.01,
fadeOut = 0.4,
size = {0.05, 0.1},
gravity = {0,-0.5,0},
airResistance = 0.1,
rotationSpeed = 2,
blendMode = "Additive",
}
}
}
- herder
But on others, the particle system is too high:
- forest_ogre
- fjeld_warg
- sand_warg (not as pronounced as the sand_warg)
Has anyone experiemented with this and come up with a particle system that better follows the monster shape?