Agregates & Emitters [message #-991009] |
Sat, 23 November 2002 15:48 |
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Two questions this time.
#1: I made 4 emitters using triangle particles, they work fine but in Renegade they still look like trianlges, not as smoke as I would like them to be. How do I get them to be rendered differently?
#2: I want to use aggregates to call up my new buildings interiors, but when I copied WW's presets set up the interior, they were always floating above the structure. Everything is set up in the right place to each other in RenX, what do I need to do here to have them called up in the proper spot?
Thanks to all who can help!
Triforce [ November 23, 2002, 22:50: Message edited by: Triforce ]
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Agregates & Emitters [message #-991008] |
Sun, 24 November 2002 00:16 |
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answer one - you have to play with the settings in W3d viewer to get the proper effect - it's more of art than feel -
look at some of Westwood's emitters to see what settings they use -
it took me a few hours to make smoke look right..
answer two - everything is all relative to 0,0,0 - you have to save your building at that coordinate - and you have to place your bones there (the ~bone that calls in the aggergate)
so - if you place a smoke emitter at 1,0,0 - and save it - then make make a building at 0,0,0 - and place a ~bone to call the smoke - when you build the tile in Commando - the ~bone will call in the smoke 1,0,0 relative to the building.
now - no matter where the building is placed in Commando - the ~bone is set to the 0,0,0 of the building - not the coordinates of the level... so - anything connected to that bone will in relation to it... not the coordinates of the level.
another example - look at the MP buildings in RenX - see the little box at 0,0,0 - they call in the interiors -- which are aligned to 0,0,0.
tricky, eh?
the RenHelp file has some tutorial files in it discussing this.
link is at the top of the the forums - or you can go to http://dante.havocide.com/modX/
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