Trying to Make New Particles

Discussion in 'Content Creation' started by eletricmano, Apr 27, 2014.

  1. eletricmano

    eletricmano
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    So, I'm trying to create a particle called Light Dust, because I'm making a terrain that has a new texture I created, which is a light brown dirt trail. So I created the particle in Paint.NET, and it looks like this:
    particle_dust_01.jpg It's a jpg/jpeg file (I tried using dds too)

    What I did by far was:
    Screeny.png
    To add the particle information to managedParticleData.cs;
    anothascreeny.png
    Add the texture to groundmodel.lua and it's respective particle;
    anothascreeny1.png
    Add the material and the particle to particles.json.
    If you know how to add particles please let me know how to do this and thanks for reading.
    -eletricmano
     
    #1 eletricmano, Apr 27, 2014
    Last edited: Apr 27, 2014
  2. Autofan

    Autofan
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    Good luck with this, I too would like to know how to add custom particles.
     
  3. Eviljang

    Eviljang
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    Hi!

    Seems like you are already a bit further than me. :)

    I also tried to make a new particle emitter. I followed the instructions of this guide: http://docs.garagegames.com/torque-...tion/World Editor/Editors/ParticleEditor.html
    But now I'm not able to save the emitter. It is there as long as I'm in the level. When I leave the level and reload it, the emitter is gone.

    Do I have to add the new emitter manually to the managedParticleData.cs-file?
     
  4. eletricmano

    eletricmano
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    I think you have to add it to the managedParticleEmitterData.cs file. If I get any more progress, I'll post an update here. I'll try to figure out your case too.
     
  5. Eviljang

    Eviljang
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    Thanks! That information did bring me some progress. The emitter that I created with the Particle Editor was save in a new file managedParticleEmitterData.cs. That file was in the folder \BeamNG.drive\art\particles whereas the right file is in the location \BeamNG.drive\art\shapes\particles. So I had to copy paste the information from one file to the other.

    The second problem that I ran in to was that I couldn't set the ParticleEmitterNodeData. There was only a TestEmitterNodeData which was gone after reloading the level. The solution to this problem was to add a datablock ParticleEmitterNodeData to the \BeamNG.drive\art\datablocks\particles.cs file:

    datablock ParticleEmitterNodeData(water_splash)
    {
    timeMultiple = 1;
    };

    and add the line: exec("./particles.cs");
    to the \BeamNG.drive\art\datablocks\datablockExec.cs file.

    That was only the first step. I want to add water splashing to the water block. But that's already a first success to me! :)
     
  6. Eviljang

    Eviljang
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    Ok as it seems adding a splash effect to the waterblock can't be done so easily. At least I have no idea how to do that. If someone has more information I'd be happy to hear about.

    So I just payed around a bit with the Particle Editor and made some waterfalls.

    Waterfall1.png Waterfall2.png
     
  7. Autofan

    Autofan
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    Looks nice :D
     
  8. Twitch Axis

    Twitch Axis
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    Can you expain how you made that, it seems really nice, and I would love to put it in my map I am creating. I will give you credit.
     
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