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Newcomers DBPro Corner / Cyclone particle effect

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Puffy
21
Years of Service
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Joined: 4th Sep 2002
Location: United States
Posted: 1st Nov 2002 04:02
im no newb... but i cant figure out the math... i got this part...
ang#=ang#+speed#
x#=sin(ang#)*radius#
z#=cos(ang#)*radius#
but i just cant get the radius morphing down... and in the x right there they forgot * scale... that might be it ... SHIAT.... breakthrough while typing a thread... post any help you can anyways
Puffy
21
Years of Service
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Joined: 4th Sep 2002
Location: United States
Posted: 1st Nov 2002 04:03
look at the other one... double post... and i didnt click post twice or reload or nething
Puffy
21
Years of Service
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Joined: 4th Sep 2002
Location: United States
Posted: 1st Nov 2002 11:29
thx to the mod that deleted that post =)... indi you dont have any suggestions

AMD Athlon XP 2100+ OC to 3Ghz/1.5gigs ram/128mb ti4200/120gigs hd/19" monitor/Sound Blaster Audigy Platinum EX/2.5mbs Sat Con... I joined in!
Puffy
21
Years of Service
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Joined: 4th Sep 2002
Location: United States
Posted: 2nd Nov 2002 03:17
no one has help for me sigh... ITS TRIGONOMETRY FOR CRYIN OUT LOUD... and i cant figure it out

AMD Athlon XP 2100+ OC to 3Ghz/1.5gigs ram/128mb ti4200/120gigs hd/19" monitor/Sound Blaster Audigy Platinum EX/2.5mbs Sat Con... I joined in!
indi
21
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 2nd Nov 2002 07:31
soz mate I hadnt noticed this post

I used a particle effect from Van-b in DT 1 for clouds.
Ive moved to DBP particles now


Im not that clever with TRIG so Id just muffle your head with dribble.

indi is part of Team Lunarpixel
multimedia logisitics and interactive media
Shadow Robert
21
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 2nd Nov 2002 11:45
are you going for a point rotational effect from the top?
might just be me, but that stupid - both math wise and effect wise

what you need to do is setup simple upward rotational code based upon a set point like so ->


all you do is update the fAngXY# with the actual rotation angle, and the positions fVec X#,Y#,Z# - which are the positions for the overall, so i'd suggest for this kinda thing have X#, Z# global for the effect, however keep Y# for each particle seperate

remember it exports 4 values which are in dword form,
x,y,z,angle
have a little play see if you like it, if not i'm sure there are a million and one ways to achieve what you want

Anata aru kowagaru no watashi!
Puffy
21
Years of Service
User Offline
Joined: 4th Sep 2002
Location: United States
Posted: 2nd Nov 2002 22:02
=D i just need it for the darkhalf... my boss = mean

AMD Athlon XP 2100+ OC to 3Ghz/1.5gigs ram/128mb ti4200/120gigs hd/19" monitor/Sound Blaster Audigy Platinum EX/2.5mbs Sat Con... I joined in!

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