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Emitters can now be rotated on all axis


AluminumHaste

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I just tried this out, and it works exactly like I hoped. All the particles properties, like gravity and direction are all relative to the emitter not the world, so this works perfectly. Now you don't need to create a new smoke particle blowing east slightly, just rotate it's emitter and you're all set.

 

Whoever did that (Greebo?) thank you so much, I can now complete my waterfall since I started working on it a year ago. <3 :wub:

I always assumed I'd taste like boot leather.

 

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  • 2 weeks later...

Wha ... I was trying this just yesterday and it didn't work for me!

 

I wanted a stream of water coming down, like from a faucet, but the only one that fit was a Doom3 one, and for some reasons their drip particles want to fall *up*. So I tried rotating the emitter upside down, but it would only rotate about the z-axis, not the x or y. Am I doing something wrong?

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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The release build you are using does not have this fix, you'll have to wait for Greebo or someone else to release a new package, or download and compile the source yourself ;)

Which is what I do.

 

EDIT: Okay I just checked and the latest release 21/06/2009 DarkRadiant 0.10.0 is supposed to have this, get it here: http://downloads.sourceforge.net/darkradia...iant-0.10.0.exe

I always assumed I'd taste like boot leather.

 

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No problem, you're welcome. :) There are a lot of changes I was meaning to do to the entity class hierarchy, but this will take some time...

 

Btw, if you're encountering (and fixing) any bugs in XRealRadiant which could also affect D3 editing, could you give us a heads-up? I'm happy to merge this back in if it applies for us.

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