Difference between revisions of "HPL3/Particles/Working with Particles"

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(Created page with "{{merge2|HPL2/Particle Systems}} =Particle Systems= General Parameters: *'''Name''': Name for the PS. Should be unique for all objects in map. *'''Active''' *'''Position''':...")
 
 
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'''Max Start''': far distance in which the particles will start to fade.
 
'''Max Start''': far distance in which the particles will start to fade.
 
'''Max End''': far distance in which the particles will be completely faded out.
 
'''Max End''': far distance in which the particles will be completely faded out.
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=Particle Systems EditMode=
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This EditMode helps in creating Particle systems on the map. These can be used to simulate effects like fire, smoke and many more.
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To create a Particle System, just click on the grid when this EditMode is active. This will create an "empty" particle system, meaning it is just a container and no real particles are shown (yet)
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Optionally, there are two parameters one can set up prior to placing Particle Systems on maps. These are:
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*'''PS File''': sets up the Particle System that the object will be created with, in a .ps file format that is created with the ParticleEditor. If a .ps file is selected here, then the created Particle System will not be a container, but a proper Particle System.
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*'''Color''': just sets up the color parameter for the created Particle Systems.
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Have into account that these options will be valid for objects created right after changing them, so any Particle System that is already created will keep its settings.
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More on Particle Systems [[HPL2/Particle Systems|here]].

Latest revision as of 00:16, 31 July 2026

Particle Systems

General Parameters:

  • Name: Name for the PS. Should be unique for all objects in map.
  • Active
  • Position: 3D Vector storing the position in world.
  • Rotation: 3D Vector storing the rotation. Will only be used if the Particle System uses local coordinates.
  • Scale

Specific Parameters:

  • Particle System file: .ps file to be spawned.
  • Color: color that the PS will be tinted with.
  • Fade at distance: if active, the particles will be faded if the camera is either too close or too far away according to the following parameters.
                              Fading          Full Color           Fading
               <)          |----------|-------------------------|-----------|
             Camera     Min End    Min Start                 Max Start   Max End

Min End: close distance in which the particles will be completely faded out. Min Start: close distance in which the particles will start to fade. Max Start: far distance in which the particles will start to fade. Max End: far distance in which the particles will be completely faded out.

Particle Systems EditMode

This EditMode helps in creating Particle systems on the map. These can be used to simulate effects like fire, smoke and many more.

To create a Particle System, just click on the grid when this EditMode is active. This will create an "empty" particle system, meaning it is just a container and no real particles are shown (yet) Optionally, there are two parameters one can set up prior to placing Particle Systems on maps. These are:

  • PS File: sets up the Particle System that the object will be created with, in a .ps file format that is created with the ParticleEditor. If a .ps file is selected here, then the created Particle System will not be a container, but a proper Particle System.
  • Color: just sets up the color parameter for the created Particle Systems.

Have into account that these options will be valid for objects created right after changing them, so any Particle System that is already created will keep its settings.

More on Particle Systems here.