Ambiera ForumDiscussions, Help and Support. |
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A new and very simple but great addition to hide particles within any boxed area using its bounding box: Particle System - new Properties: BoxedAlpha - as true/false BoxedAlphaName - input name of any node BoxedAlphaDebug - some debug info on boxed alpha system Works very well actually for both DirectX and OpenGL. The DirectX version also allows cross fading first 2 Textures using "Param2" (0-1) just uploaded final adjustment to Itchio now: download here: https://robo25.itch.io/coppercube-apis-version-2 YT video here: https://youtu.be/Ef83Oh4NX9E |
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Made some adjustments to "Alpha" property also: Any node properties as "Alpha" have been changed to "Transparency" to make it clearer when changing the alpha value what it actually does - ie making it more opaque or more tranparent. Now it should be much clearer and to keep things consitent all "Transparent" adjustments are betwen (0-1) - a zero in Param1 and Param2 means adjustments are off by default - same with 'Transparency'. |
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Thanks for your immense contributions to coppercube, bro |
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Hi there great stuff Robbo, Please check the thread regarding the Challenge you posted. Are you willing to pay the prize money to other dev's as Paypal is not working in my country atm. |
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Cheers guys - forgot to mention when using FadeOut affector that it also now fades in the particles over a 1000ms time so looks a lot better than just appearing suddenly. If you need fade out but not fade in let me know and can adjust it for a new property that ca be changed as needed. Sure Guru - didnt realise you had replied back so thats fine. |
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Great, I would like you to donate it to either JIC or OkeOke. I don't know their exact Paypal id but maybe you can send it via the itch.io by donating to them by purchasing their free stuff or paid one. |
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Ok, will look for their itchio account and get back to you.. |
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All of 'OkeOke' assets are totally free - no option to give donation so gave it to JIC just now - $10 AUD. Cheers. |
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Great, and thank you for all your contribution to this community. We need more of these tournaments challenges and game jam I think. |
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Thats exactly how i do it in my game. switching particles from visible to invisible and vice versa doens work very well in every situation, so i just switch to transparent materials to keep the particle flow constant:) |
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Yeah, I pretty sure I will replace my dedicated wind Action to use this newer and simpler method as wind if very transparent will look good like that. I wont use it for when I need particle impacts to either the player or the ground around the player - but for wind I think will work very well and more performant than my previous method. |
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Thanks for the update! |
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Any issues with Particle system fading in/out please redownload files as found a bug yesterday and its working fine now. I had transitioned to a new more powerful material created in the engine but its not working right - reverted back to the way it was. Note fading in and fading out time can both be edited for BoxAlpha. See the 'Changes' text file on the itchio download. |
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Will this fix issues with the particles not working correctly when using your custom API ? When I add a basic default smoke particle and run the scene, the particles appear to lose their alpha channel and any color or fade changes also appear to be ignored. Maybe something to do with the Z buffer as I can partially fix this by disabling the particle material ZWriteEnable in Irrlicht properties but the color and fade still don't work correctly. I was spitting feathers over this at one point unitl I realized I was running your custom binary :) |
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Hi gazzauk - yes, there is a random bug with the particles alpha not always working as it should. I am working on a solution but seems random and something in the core engine itself but will keep working on it... |
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