Posted: Fri Nov 09, 2007 4:46 pm Post subject:
Particle Systems Test
I wanted to try a neat feature for my Dust Storms map and use particle systems to simulate dust blowing across the map. Turns out it lags down much faster than I thought it would. It took only one spawner to bring the game to a halt. This kinda leaves my idea dead, as making a normal SHP animation would be a alot of trouble, plus I don't think they can be affected by the wind= tag like particles. It seems the size of the texture used for the particle system is what slowed it down the most. My idea was to have fewer emitters, but the clouds would be big to simulate more. Just thought I'd share my findings.
Triforce
Particle system used defualt values, only the texture was changed, which was large RA2 gray smoke enlarged x2.
Dust Test.png
Description:
My new particle, same as other ingame smoke ones, but with the wind tag set to Wind=5 (highest) Default=0 (none)
Filesize:
108.56 KB
Viewed:
7938 Time(s)
_________________ The Cake is a Lie!!!
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Ahh you learn something new every day, I did not know big SHP's on particle systems would make the game lag. Can you check if it lags when putting that shp on SmallGreySSys or BigGreySmokeSys to rule out if there may be something wierd with the particlesystem you created. QUICK_EDIT
Yeah, I had it on BigGreySmokeSys when I took that pic, so it seems the SHP size is to blame. I still want to try some other things, like mess the particle spawn rate and transparency.
Another idea I had was to use scripts on a custom map that change the wind direction, (I'm sure I saw one that could do that) and create a tornado-like effect. lol. Just thinking about it makes me grin.
Triforce _________________ The Cake is a Lie!!!
The Cake is a Lie!!!
The Cake is a Lie!!! QUICK_EDIT
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