Particle Tests


#1

I’m hoping to experiment with the particle effects and come up with some useful variations, but I thought that I’d lay out some info first in case you guys have not yet had a chance to experiment yourselves.

We can change the values for the amount (%) of the particles’ Intensity, Speed, Size, Spread and the particles Color. Visual effects must be turned on in the configuration file and settings for the particles at start up go in the main lua file.

effects.dust = 90 effects.dustColor = 0xFFADFF2F effects.dustSize = 90 effects.dustSpeed = 90 effects.dustSpread = 10 effects.dustIntensity = 10

This is what the Cafeteria looks like with the above settings (Apologies to Agustin, I’ll make a black room the next time.) - :smiley:

The values for everything but Color are 1-99. I could barely make out one or two particles below value 3 and at 100 they vanished all together. (I’m not sure what the Intensity setting does exactly as I saw little difference when changing it. Perhaps it’s the combination that I didn’'t have right.)

The A,R,G,B color values can be found in a handy chart found here —> http://msdn.microsoft.com/en-us/library/system.windows.media.colors.aspx#Y0
Select the C++ tag under the “Syntax” heading and scroll to the bottom of the page for a neat color chart. I tried several and they worked. :slight_smile:

You can change the dust effect when entering or leaving a room. To turn on fuschia particles when going into a new room -

addDoor(node, destination_node, NORTH, "type_of_door_sound", function() effects.dust = 90 effects.dustColor = 0xFFFF00FF end)

To turn off particles when exiting the room -

addDoor(node, destination_node, SOUTH, "type_of_door_sound", function() effects.dust = 0 end)

For those proficient in C++, the particle characteristics of Color, Intensity, Speed, Size, and Spread seem to be set up in the following C++ library and code files - DGEffectsLib.h and DGEffectsManager.cpp.

The current particle is rather round and fuzzy. :smiley: I believe it is contained in binary format in the file called DGDustData.c. If that can be changed, then it might be easier to create different effects. I also have not been able to figure out if there’s a way to mask the particles (so that they’d play on a waterfall, for instance) or to change the direction of the flow, or to pinpoint the source.

That’s it so far. When Agustin gets back, we’ll have to waylay him and ask him for more info. :stuck_out_tongue:

edit: Changed the above info regarding DGDustData.c.


#2

Hey Imari, thanks for the investigative report!
I couldn’t get speed nor spread to do anything.


#3

I did think I got the particles to speed up, but most of the motion seems to be in a limited range. I had something that looked almost like snow falling using a steel blue color, but there was too much randomness of movement to make it very convincing.

It’s not like any other particle generator that I’ve worked with where one had control of the particle image, life span, location of the particle source, direction of flow, etc. I’m guessing that in the time crunch before the con, Agustin got the particles working just enough to make his dust before he had to leave. When we have more control later, I’ll go back to the particles.


#4

yes, he mentioned it would be good for rain, so I expect more extreme control in the future.
I too am hoping for ability to mask the effects. Rain in windows, dust in sunbeams, yeah!