peterigz
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peterigzKeymasterYou can just email it (pete@rigzsoft.co.uk) or add as an attachment in the forum.
peterigzKeymasterHi Simon, sorry for the delay, can you send me the animation so I can try it here?
peterigzKeymasterYes but currently I have a big problem that the language I developed tfx in is no longer supported and I’m having a lot of trouble getting it to compile. But I am trying to find more time for it, and hopefully Blitzmax will continue here: https://blitzmax.org/ and I can get things working again. I’m also considering an opensource editor and selling premium effects packs, but it’s a question a time as I work freelance to pay the bills 🙂 I am slowly reducing clients though so that I can concentrate on this project.
peterigzKeymasterHi, have you tried setting the Ellipse to 180 and then setting the Effect Angle Graph to 180 for the front? That may work ok for you.
peterigzKeymasterResolved via email, hope it works ok now 🙂
peterigzKeymasterYes you should be able to set the seed before each effect is created *I think*, haven’t tested that in practice!
peterigzKeymasterUnfortunately I don’t think you can do this in editor other then the animation properties where you export sprite sheets.
peterigzKeymasterGreat, looking forward to seeing them! You might find some inspiration in the lightshow library: https://www.rigzsoft.co.uk/portfolio/light-shows-a-fun-bunch-of-abstract-effects-with-a-range-of-colourful-light-effects-like-laser-lights-and-flares/
peterigzKeymasterI like you video, good work! 🙂
Probably the only work around might be to create a sub effect in a particle that moves which emits a trail behind it but it might be quite hard to control.
For a Galaxy you could try an ellipse effect where you could control the width, height and angle of the effect to tilt it on it’s side. You could use a small flare shape to create all the stars and maybe combine a few of them together?
peterigzKeymasterHi, unfortunately Timelinefx doesn’t have this feature, the main focus for Timelinefx is computer games and either using the effects directly in the game or creating sprite sheets.
peterigzKeymasterOk great, glad you like it!
With those liquid textures they use the seamless tiling option so that you can use them for animated textures that tile seamlessly. With the seamless option turned on, any parts of the animation that fall outside of the frame will be wrapped to the other side so auto-fit isn’t really useful when you want to create those types of animations. If you aren’t trying to create textures like that, then maybe make sure that the seamless option is unticked and it might work better for you.
peterigzKeymasterHi, sorry for the delay! I’m not sure what you mean by distort the effect? Can you give an example of what you mean? I just tried on a few effects and it seems to be ok so maybe it’s a specific type of effect where it’s happening.
peterigzKeymasterUnfortunately I can’t even compile the windows version at the moment due to Blitzmax/wxWidgets not supported much anymore, so I currently working towards re-doing the editor in monkey2. Gonna be a few months away but something I do want to get done. The monkey2 editor will be opensource and I’ll be selling premium effects packs instead so you could compile on whichever you need.
peterigzKeymasterGlad you sorted it 🙂
Regarding rendering off screen, it should do this automatically, as long as you set the screen size in the particle manager (SetScreenSize). Any particles outside of this should not be rendered.
May 18, 2018 at 11:32 am in reply to: How to move tlEffect after adding it to ParticleManager? #6505
peterigzKeymasterIt depends on the type of effect that you want. If it’s a smoke trail then you should be able to use SetPosition (with relavtive off) to change where the particles spawn from which would be necessary to move with a ship that might be emitting the smoke for example. Or if it was a glow effect that you want to move with the ship then you can put relative on.
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