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Particle Z offsets
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Judeau
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Joined: 28 Feb 2004

PostPosted: Thu Aug 09, 2007 3:06 pm    Post subject:  Particle Z offsets Reply with quote  Mark this post and the followings unread

I've been encountering a problem with a particle system of mine, the particles are always drawn in front of units.

Any known way to offset the zsort of a particle/particle system ?

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Alexander C Bukington
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Joined: 09 Mar 2007

PostPosted: Thu Aug 09, 2007 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well maybe its not the Particle thats the problem but where the unit weapon is fired from. Try changing the
PrimaryFireFLH location. Or give the vehicle a weapon w/o the particle system to see if that is even a problem

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Judeau
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Joined: 28 Feb 2004

PostPosted: Thu Aug 09, 2007 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alexander C Bukington wrote:
Well maybe its not the Particle thats the problem but where the unit weapon is fired from. Try changing the
PrimaryFireFLH location. Or give the vehicle a weapon w/o the particle system to see if that is even a problem


I wouldn't have asked this question if I hadn't already tried, still, good try Razz

It isn't a particle system from a weapon either way.
It's a "DamageParticleSystems" particle system, the DamageSmokeOffset z value does not do anything when it's a negative.

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Alexander C Bukington
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Joined: 09 Mar 2007

PostPosted: Fri Aug 10, 2007 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

then maybe the problem is with the X and Y axis

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Judeau
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Joined: 28 Feb 2004

PostPosted: Fri Aug 10, 2007 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Alexander C Bukington wrote:
then maybe the problem is with the X and Y axis


You've given me an idea, perhaps i should build in an offset into the shp itself, and move the particles "back" in hope that distance makes the game think they are behind whatever unit spawned them

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Alexander C Bukington
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Joined: 09 Mar 2007

PostPosted: Fri Aug 10, 2007 4:03 am    Post subject: Reply with quote  Mark this post and the followings unread

!!GO FOR IT!! And if that doesnt work then the particle itself maybe the problem. Or perhaps the SHP was made incorrectly.

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Team Black
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Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Aug 10, 2007 5:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
r perhaps the SHP was made incorrectly.

Not incorrectly - but, not for what he's planning on doing with it Wink

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Dupl3xxx
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Joined: 22 Aug 2006
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PostPosted: Fri Aug 10, 2007 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

give the particle a 2-5 blank frames, then the particle will be drewn a cuple of pixels back, since the particle travels, like the flames from a V3, right? It is simple, and easy, no fancy stuff #Tongue

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Judeau
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Joined: 28 Feb 2004

PostPosted: Fri Aug 10, 2007 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dupl3xxx wrote:
give the particle a 2-5 blank frames, then the particle will be drewn a cuple of pixels back, since the particle travels, like the flames from a V3, right? It is simple, and easy, no fancy stuff #Tongue


these are stationary particles that are supposed to be drawn like they are on the ground

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Alexander C Bukington
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Joined: 09 Mar 2007

PostPosted: Fri Aug 10, 2007 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

[QUOTE] these are stationary particles that are supposed to be drawn like they are on the ground[\QUOTE]

then the problem is defiantly X and Y values. TS has a lot of optical illusions and shit because the terrain is 2D yet other things are 3d like voxels.

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Judeau
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Joined: 28 Feb 2004

PostPosted: Fri Aug 10, 2007 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

[quote="Alexander C Bukington"]
Quote:
these are stationary particles that are supposed to be drawn like they are on the ground[\QUOTE]

then the problem is defiantly X and Y values. TS has a lot of optical illusions and shit because the terrain is 2D yet other things are 3d like voxels.


tell me something -_-'

as i said, i'll adjust the shp to display lower so i can move the particle system origin back by a bit

EDIT : no such luck, not even a one hundred pixel offset works

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