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SmothSmoth is Smmmmmmmmmmoooootttthhhhh!!
Plans for game developer restructure:<br/>3 sections, beginer, intermediate and advanced.<br/><br/>Beginner:(1 star)


'''Notes for SimpleParticleSystem:'''
#focus on how does I get my game in spring
#how can I alter what is already there
#stay within knorkes beginner game, we want to have the user in a sort of sandbox.
#think mutator


Intermediate:(2 stars)


#focus on creating your own content and using it in game
#introduce them into existing resources lua/models/art
#most tutorials will be located here.
#think mod


*[[testpageforforb|a label]]
Advanced:(3 stars)


<ul>
#person is experience programmer or familiar with spring already.
#no tutorials, just informational links, this person wants information not how tos.


<li>
SmothSmoth is Smmmmmmmmmmoooootttthhhhh!!
'''float3 pos'''<br>
Origon point for your particle system.
</li><br>


<li>
'''Notes for SimpleParticleSystem:'''
'''[[AtlasedTexture]] texture'''<br>
Texture for the particles, defined in resources.tdf.
</li> <br>
 
<li>
'''float3 emitVector'''<br>
Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.
<br>
<br>
See my notes on vectors to understand how to use the vectors of this: <br>
''i.e. 0,1,0 is straight up''<br>
</li><br>
 
<li>
'''[[CColorMap]] colorMap'''<br>
This will give your system a range of colors spread over time.<br>
it has 4 parts:<br>
RED, GREEN, BLUE, ALPHA
<br>
<br>
note: <br>
For additive blend use values that are low like: 0.1 or 0.05<br>
For overlay use 1.0<br>
see notes on overlay versus additive blend.<br>
</li><br>
 
<li>
'''float3 gravity'''<br>
Gravity applied along a vector. <br>
 
<br>For example, if you want your particles to fall after being emmited.<br>
Emitvector would be: 0,1,0<br>
and gravity would need to be 0,-1,0<br>
This would result in particles falling straight down.
 
</li><br>
 
<li>
'''float airdrag'''<br>
Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.
</li><br>


<li>
'''float particleLife'''<br>
Life of the particles in frames.
</li><br>


<li>
'''float particleLifeSpread'''<br>
Random number between 0 and particleLifeSpread added to particleLife.
</li><br>


<li>
*[[Testpageforforb|a label]]
'''int numParticles'''<br>
Number of particles that will be spawned.
</li><br>


<li>
*'''float3 pos'''<br/>Origon point for your particle system.<br/>
'''float particleSpeed'''<br>
*'''[[AtlasedTexture]] texture'''<br/>Texture for the particles, defined in resources.tdf.<br/>
Initial speed of the particles.
*'''float3 emitVector'''<br/>Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.<br/><br/>See my notes on vectors to understand how to use the vectors of this:<br/>''i.e. 0,1,0 is straight up''<br/>
</li><br>
*'''[[CColorMap]] colorMap'''<br/>This will give your system a range of colors spread over time.<br/>it has 4 parts:<br/>RED, GREEN, BLUE, ALPHA<br/><br/>note:<br/>For additive blend use values that are low like: 0.1 or 0.05<br/>For overlay use 1.0<br/>see notes on overlay versus additive blend.<br/>
 
*'''float3 gravity'''<br/>Gravity applied along a vector.<br/><br/>For example, if you want your particles to fall after being emmited.<br/>Emitvector would be: 0,1,0<br/>and gravity would need to be 0,-1,0<br/>This would result in particles falling straight down.<br/>
<li>
*'''float airdrag'''<br/>Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.<br/>
'''float particleSpeedSpread'''<br>
*'''float particleLife'''<br/>Life of the particles in frames.<br/>
Random number between 0 and particleSpeedSpread added to particleSpeed.
*'''float particleLifeSpread'''<br/>Random number between 0 and particleLifeSpread added to particleLife.<br/>
</li><br>
*'''int numParticles'''<br/>Number of particles that will be spawned.<br/>
 
*'''float particleSpeed'''<br/>Initial speed of the particles.<br/>
<li>
*'''float particleSpeedSpread'''<br/>Random number between 0 and particleSpeedSpread added to particleSpeed.<br/>
'''float particleSize'''<br>
*'''float particleSize'''<br/>Size of the particles.<br/>
Size of the particles.
*'''float particleSizeSpread'''<br/>Random number between 0 and particleSizeSpread added to particleSize.<br/>
</li><br>
*'''float sizeGrowth'''<br/>Size added to particles each frame.<br/>
 
*'''float sizeMod'''<br/>Size frame multiplier.<br/>
<li>
*'''float emitRot'''<br/>Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.<br/>
'''float particleSizeSpread'''<br>
*'''float emitRotSpread'''<br/>Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.<br/>
Random number between 0 and particleSizeSpread added to particleSize.
*'''bool directional'''<br/>If the particles should be oriented to point at the direction of their velocity.<br/>
</li><br>
 
<li>
'''float sizeGrowth'''<br>
Size added to particles each frame.
</li><br>
 
<li>
'''float sizeMod'''<br>
Size frame multiplier.
</li><br>
 
<li>
'''float emitRot'''<br>
Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.
</li><br>
 
<li>
'''float emitRotSpread'''<br>
Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.
</li><br>
 
<li>
'''bool directional'''<br>
If the particles should be oriented to point at the direction of their velocity.
</li><br>
 
</ul>


'''Notes vectors:'''
'''Notes vectors:'''


<ul>
*Vectors are directional systems represented by a 3d graph here: [[File:Untitled-1.png]]<br/>See how each vector points along it's own line?<br/>We have 6 possible directions:<br/><center>
 
X = right<br/>-X = left<br/>Z = Front<br/>-Z = Rear<br/>Y = Up<br/>-Y = Down
<li>
Vectors are directional systems represented by a 3d graph here:
[[Image:Untitled-1.png]]<br>
See how each vector points along it's own line?
<br>
We have 6 possible directions:<br>
<center>
X = right<br>
-X = left<br>
Z = Front<br>
-Z = Rear<br>
Y = Up<br>
-Y = Down<br>
</center>
</center>
WORK IN PROGRESS!
WORK IN PROGRESS!
</li><br>
<br/>
</ul>
 
 
'''Notes Additive blend versus overlay blend:'''
 
<ul>
WORK IN PROGRESS!<br>
 
<li>
ADDTITIVE<br>
 
</li><br>
 
<li>
OVERLAY<br>
 
</li><br>
</ul>


<br/>'''Notes Additive blend versus overlay blend:'''
WORK IN PROGRESS!<br/>
*ADDTITIVE<br/>
*OVERLAY<br/>


IsShield=1; // if 1 mean the weapon is a shield and not a weapon
<br/>IsShield=1; // if 1 mean the weapon is a shield and not a weapon shieldrepulser=1; // 0=destroy projectile,1=repulse (bounce) projectile smartshield=1; // 1=shield doesnt affect allies weapons exteriorshield=1; // 1=shield doesnt affect weapons fired from within shield visibleshield=1; // 1=see a visible shell representing the shield visibleshieldrepulse=1; // 1=see a beam showing when shield repulses something shieldenergyuse=10; // how much energy the shield use when repulsing/destroying something shieldforce=1000; // how hard shield can accelerate some sort of projectiles away shieldradius=30; // size of shield effect shieldmaxspeed=1100; // maximum speed the shield can push some sort of projectiles away shieldpower=300; // how much power the shield can store, power is drained by the affected weapons damage, 0=infinite shieldpowerregen=5; // how fast the shield regenerates power shieldpowerregenenergy=10; // how much energy the shield uses when regenerating power shieldintercepttype=2; // which types of weapon the shield can affect (bitfield) //interceptedbyshieldtype=; // which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other shieldgoodcolor=0.0 0.05 0.75; // color of shield when power is full shieldbadcolor=0.6 0.05 0.75; // color of shield when power is empty shieldalpha=1; // how visible the shield shell is with visibleshield=1
shieldrepulser=1; // 0=destroy projectile,1=repulse (bounce) projectile
smartshield=1; // 1=shield doesnt affect allies weapons
exteriorshield=1; // 1=shield doesnt affect weapons fired from within shield
visibleshield=1; // 1=see a visible shell representing the shield
visibleshieldrepulse=1; // 1=see a beam showing when shield repulses something
shieldenergyuse=10; // how much energy the shield use when repulsing/destroying something
shieldforce=1000; // how hard shield can accelerate some sort of projectiles away
shieldradius=30; // size of shield effect
shieldmaxspeed=1100; // maximum speed the shield can push some sort of projectiles away
shieldpower=300; // how much power the shield can store, power is drained by the affected weapons damage, 0=infinite
shieldpowerregen=5; // how fast the shield regenerates power
shieldpowerregenenergy=10; // how much energy the shield uses when regenerating power
shieldintercepttype=2; // which types of weapon the shield can affect (bitfield)
//interceptedbyshieldtype=; // which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other
shieldgoodcolor=0.0 0.05 0.75; // color of shield when power is full
shieldbadcolor=0.6 0.05 0.75; // color of shield when power is empty
shieldalpha=1; // how visible the shield shell is with visibleshield=1

Revision as of 16:21, 10 April 2012

Plans for game developer restructure:
3 sections, beginer, intermediate and advanced.

Beginner:(1 star)

  1. focus on how does I get my game in spring
  2. how can I alter what is already there
  3. stay within knorkes beginner game, we want to have the user in a sort of sandbox.
  4. think mutator

Intermediate:(2 stars)

  1. focus on creating your own content and using it in game
  2. introduce them into existing resources lua/models/art
  3. most tutorials will be located here.
  4. think mod

Advanced:(3 stars)

  1. person is experience programmer or familiar with spring already.
  2. no tutorials, just informational links, this person wants information not how tos.

SmothSmoth is Smmmmmmmmmmoooootttthhhhh!!

Notes for SimpleParticleSystem:


  • float3 pos
    Origon point for your particle system.
  • AtlasedTexture texture
    Texture for the particles, defined in resources.tdf.
  • float3 emitVector
    Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.

    See my notes on vectors to understand how to use the vectors of this:
    i.e. 0,1,0 is straight up
  • CColorMap colorMap
    This will give your system a range of colors spread over time.
    it has 4 parts:
    RED, GREEN, BLUE, ALPHA

    note:
    For additive blend use values that are low like: 0.1 or 0.05
    For overlay use 1.0
    see notes on overlay versus additive blend.
  • float3 gravity
    Gravity applied along a vector.

    For example, if you want your particles to fall after being emmited.
    Emitvector would be: 0,1,0
    and gravity would need to be 0,-1,0
    This would result in particles falling straight down.
  • float airdrag
    Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.
  • float particleLife
    Life of the particles in frames.
  • float particleLifeSpread
    Random number between 0 and particleLifeSpread added to particleLife.
  • int numParticles
    Number of particles that will be spawned.
  • float particleSpeed
    Initial speed of the particles.
  • float particleSpeedSpread
    Random number between 0 and particleSpeedSpread added to particleSpeed.
  • float particleSize
    Size of the particles.
  • float particleSizeSpread
    Random number between 0 and particleSizeSpread added to particleSize.
  • float sizeGrowth
    Size added to particles each frame.
  • float sizeMod
    Size frame multiplier.
  • float emitRot
    Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.
  • float emitRotSpread
    Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.
  • bool directional
    If the particles should be oriented to point at the direction of their velocity.

Notes vectors:

  • Vectors are directional systems represented by a 3d graph here:
    See how each vector points along it's own line?
    We have 6 possible directions:

X = right
-X = left
Z = Front
-Z = Rear
Y = Up
-Y = Down

WORK IN PROGRESS!


Notes Additive blend versus overlay blend: WORK IN PROGRESS!

  • ADDTITIVE
  • OVERLAY


IsShield=1; // if 1 mean the weapon is a shield and not a weapon shieldrepulser=1; // 0=destroy projectile,1=repulse (bounce) projectile smartshield=1; // 1=shield doesnt affect allies weapons exteriorshield=1; // 1=shield doesnt affect weapons fired from within shield visibleshield=1; // 1=see a visible shell representing the shield visibleshieldrepulse=1; // 1=see a beam showing when shield repulses something shieldenergyuse=10; // how much energy the shield use when repulsing/destroying something shieldforce=1000; // how hard shield can accelerate some sort of projectiles away shieldradius=30; // size of shield effect shieldmaxspeed=1100; // maximum speed the shield can push some sort of projectiles away shieldpower=300; // how much power the shield can store, power is drained by the affected weapons damage, 0=infinite shieldpowerregen=5; // how fast the shield regenerates power shieldpowerregenenergy=10; // how much energy the shield uses when regenerating power shieldintercepttype=2; // which types of weapon the shield can affect (bitfield) //interceptedbyshieldtype=; // which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other shieldgoodcolor=0.0 0.05 0.75; // color of shield when power is full shieldbadcolor=0.6 0.05 0.75; // color of shield when power is empty shieldalpha=1; // how visible the shield shell is with visibleshield=1