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FBMachine
11-02-2002, 09:14 PM
According to that big ass Emitter/particle tutorial on UDN, you can make a particle fade in and out. It supposedly also works for mesh particles. Um.... it doesn't work damn it! Or at least I can't seem to get it to work.... Has anyone else tried this and got it to work? It's a pretty important feature for what I'm working on, so hopefully it's not a broken feature. :angst: Thanks for any ideas.
Dan

HortonsWho
11-02-2002, 10:03 PM
Do you mean each sprite fade in and out intermittently or fade in, then fade out at the end of it's life?

That's what I did here... you also have to tell it how long its "life" should be and how soon before it respawns, etc.

Angel_Mapper
11-02-2002, 10:04 PM
Set both FadeIn and FadeOut to true. The FadeIn and FadeOut Factors control the color channels of the fade and the quickness of the pulse. I recommend keeping them all the same number. 8 gives a good paced pulse, higher and it gets quicker, lower is slower. The two times control the cycles of the pulse, when they start. Hope this helps, just play around with the numbers until you get what you want :)

FBMachine
11-02-2002, 10:33 PM
Thanks guys. Unfortunately this was one of those cases where even though it should work, it didn't. :rolleyes: I had the settings right, it just didn't feel like cooperating. I did get it to work though. I just had to set UseMeshBlendMode to false so I could manually set it to use AlphaBlend for the textures so it could fade in and out, and then I had to set ZWrite to True since it started rendering them wrong. :rolleyes: Now, it completely disregards lighting. :rolleyes: :rolleyes: :rolleyes: I changed it to day time though, so I can just bake in the lighting into the texture and it'll look fine ( and run faster to boot ). Thanks for the input though!
*Strangles UEd*
Dan

blito3
11-02-2002, 11:47 PM
how are video settings for the game that also effects the effects.

Angel_Mapper
11-03-2002, 12:56 AM
Originally posted by FBMachine
Thanks guys. Unfortunately this was one of those cases where even though it should work, it didn't. :rolleyes: I had the settings right, it just didn't feel like cooperating. I did get it to work though. I just had to set UseMeshBlendMode to false so I could manually set it to use AlphaBlend for the textures so it could fade in and out, and then I had to set ZWrite to True since it started rendering them wrong. :rolleyes: Now, it completely disregards lighting. :rolleyes: :rolleyes: :rolleyes: I changed it to day time though, so I can just bake in the lighting into the texture and it'll look fine ( and run faster to boot ). Thanks for the input though!
*Strangles UEd*
Dan

FBMachine
11-03-2002, 03:50 AM
Hehe sorry Rachel. I hate when I read a question on a forum regarding a problem that I also have, only to see them say "nevermind, I figured it out!" at the end, with no explaination. So while I might not go into detail and it may sound like gibberish, all the info is there in case someone else has the problem, they just have to analyze my run-on sentences a bit. :D
Dan

HortonsWho
11-03-2002, 09:27 AM
It's NOT gibberish.... I'm with you FB-- it might help solve another problem for me later...

These forums would be far less helpful if they were full of questions with no answers.

:)