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Mine explosion particles


Sotha

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I think there is something wrong with the mine explosion particles.

 

See here:

YsgF5bZ.jpg

 

On the left, you see the rocketexplosion.prt in the particle editor. There are flames. There are smoke.

 

When I am ingame and shoot a mine with a broadhead, this is what it looks like. There is only a red splash on the ground and no flames and no smoke at all.

 

Looks like the mine.def does not somehow show the particles it is supposed to show.

 

Also the mine particle shows multiple "shader not found" textures in the explosion in the particle editor, but I don't know if it is meaningful.

Clipper

-The mapper's best friend.

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If the shaders are those supposed to be used by the particle effect, then it is meaningful. I take a look.

 

The shaders used by the particle effect refer mostly to images that should be stored under textures/particles. Such a folder does not exist in the current svn. Scrap that, they are in the dds folder.

 

Can you post the console text here, please.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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You can see the mine explosion particle issue better here:

 

The trap bomb uses result that completely inherits that of the explosive mine:

entityDef atdm:result_steampunkbomb
{
"inherit"   "atdm:result_mine"

}

 

The explosion of the trap bomb is shown on a video here:

http://forums.thedar...post__p__346545

 

Strange lack of particles. :blink:

Clipper

-The mapper's best friend.

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Definitely something missing.

 

Could it have something to do with this?

 

depthHack 100

 

I don't see that on any of the other explosion particles.

 

edit: okay, editing that out seemed to have no effect.

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When I swap the firearrow particle for rocketexplosion and set a mine off, it looks exactly the same. So the problem can't be the particle.

 

I don't see anything unusual in the def file though.

 

edit: Hmm, when I give the mine particle to the fire arrow, there's no flames there either. Which is confusing. Firearrow particle works fine on firearrows, but doesn't appear at all when swapped with mine, which suggests the problem is with mine.def. Yet giving the mine particle to the firearrow causes it not to work, which suggests the problem is with the mine particle.

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I don't quite understand how the mine works. There are two entities. atdm:projectile_mine has the "mtr_detonate" "textures/decals/ballburn01" spawnarg, which is working to create the scorch effect. But that entity has no spawnarg for particles. The atdm:result_mine entity does, but I don't know if it's actually active.

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I'm confused about this, too.

 

The mine defines a scriptobject.

 

"scriptobject"   "playertools_mine"

 

Other tools, like the arrows, do not seem to do it. Could the scriptobject control the particles somehow? I tried to look at the script, but I'm not proficient to interpret what they contain.

Clipper

-The mapper's best friend.

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I was curious and thought I'd have a quick look at this. 2 and a half hours later, I still have no idea what's up but I can at least contribute one more clue.

 

The particle (actually, a func emitter) gets spawned by the script object on result_mine rather than the script object on the mine itself. It uses the model_dud spawnarg from the result_mine .def.

 

The result_mine script object does run when you shoot a mine. I checked it by making it write to the console. I don't know why the rocketexplosion and firearrow particles don't work, but if you replace the particle with "chimney_smoke1.prt" then it does work. You see smoke for a second.

 

How would I get rocketexplosion to show up in game anyway? I tried adding a separate func emitter in my test map, and again it works with chimney smoke but not the rocketexplosion no matter what I do the spawnargs or how many times I trigger it.

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