Hello!
I need the particles from a PerlinPFX to stay in position relativly to where it was created even if the object containing the effect moves.
Similiar to how the FireFX works.
Look at the FireEffects-demo, and you'll see when you move the star that the FireFx particles stay in position relative to its origin, while the PFX ones stays where they are in the world.
Anyway to do this with the PerlinPFX?
All the best!
/Daniel
Last edit: Daniel 2017-03-19
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Daniel,
Please, search TGLPerlin... in trunk/samples or in branches/examples. If failed to find then attach your project and explain your task clearly.
PW
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Here's a photo.
It's one FireFX-object and one PerlinPFX-object.
When spinning the cones, the PerlinPFX leaves a trail, the FireFX does not.
In other words, the particles stays directly above it's cone.
How can I make the PerlinPFX to not leave a trail?
Hi,
After installing the latest update for GLScene packages, when attempting to open Rad Studio startup I get the following error
bds.exe - Entry Point Not Found
The procedure entry point @Glvectorgeometry@Round$qqrq could not be located in the dynamic library
C:\Users\Public\Documents\Embarcadero\Studio\18.0\Bpl\GLScene_Physics_Run Time.bpl.
Followed by an error "Can't Load package" etc
Ignore Cancel Ignore All
If I cancel I can Run the Rad studio normally.
Have I done something wrong or is there an error in the latest packages
Eric Hardinge
Some times the second message is obscured by the splash form, which cannot be moved. Resort to Ctr Alt Del
Last edit: Eric Hardinge 2017-03-21
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Eric,
No errors on my side, update your copy with current SVN code or Snapshot, build packages in RAD, uninstall and install the ones.
ps. May be go to C:\Users\Public\Documents\Embarcadero\Studio\18.0\ and delete all files in Bpl\ and Dcp\ folders if you don't have another third party components.
PW
Last edit: Pavel Vassiliev 2017-03-21
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Hi Jerome,
Unfortunatly that only makes the particles travel up. I need the particles to follow the cones movement around in circles, as the FireFX does. All the particles created by the FireFX follows its parents movement. While the PerlinPFX particles stays where they were created and moves whereever it's set to accelrate. Using accelration to compensate for the cones movement sounds difficult.
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Hi Daniel i tried you're code set acceleration on direction you want it work i tried it with your sample code under lazarus. particlees emit from the cone position all it's ok (see screenshot). instead use FireFX if it do what you want.
Daniel,
I've added some demos in branches\Samples\Effects folder and there is your case in PFXCursor app with radiobuttons Trail/No Trail.
Compile and see attachment.
Pavel
Hi Pavel,
Thanks for the example!
Unfortunatly the particles created by the PerlinPFX still does not follow the cone in your example.
I will try to post a more clear explanation of what I need.
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I made a video where it's very clear, the difference between Perlin and Fire. https://youtu.be/2Obx--1bipo
I try to add accelration to the Perlin, but it does not become the same as Fire.
How does the FireFX stay in the same Y as the cone no matter how the cone moves?
I would like the Perlin to do the same.
Cheers and thank you guys for helping me!!
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Hi Daniel, play also with LifeColors property Add some Emit with different LifeTime. The eefects you want to try to achieve is for what( exactly ? A Plane Burst ?
Hi Jerome!
I'm going to use the SourcePFX (Perlin and others) for explosions, smoke effects, watersplashes and more.
The problem in my game is that when you "move" the player, it's actually the world moving and not the camera. So when something is smoking or burning the particles look like they are moving away from the effect when the player moves.
That's why I need the effect to be totally static like the FireFX is.
Cheers!
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Why don't you use Camera Movements ? Instead moving world move camera. Why you don't want move camera ? It's the only way to do what you want. We cannot change behaviour of the PerlinFX, because it's ok and it's like in real life. If you want to do, make a child (new component) of TGLPerlinFX and try to mix with the FireFx Component for achieive what you want. But it's better and more simple to move camera.
Last edit: Jerome.D (BeanzMaster) 2017-03-22
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Yes, that's the FireEffects demo I was talking about in my first post in this thread.
Still has the same problem, spinn the star fast and there is particles all over the place, except from the FireFX and Sprite.
I'm working on a ship simulator, easier to have the world moving around the player boat to deal with the calculations.
...and here's a video, works nicely even though the world is moving right? https://www.youtube.com/watch?v=kSVv2QPwxYo
Just need the PerlinPFX to work as I want. Because a explosion in the distance messes it up...
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Ok Daniel, i understand it's not possible with PerlinFX and Other (poly, sprite...).
If i understand right the boats don't move in your world.
If your boat is moving, the behaviours of PerlinFX as smoke is right, If you're boat don't move the FX you want will be ok as you want. It's like in real word If you look from a fixed position, a steamboat advancing, its smoked leave at the back.
So i think the better it's to plane to move camera instead your World.
Why it is difficult to deal with the calculations if is the camera moved instead of world i don't understand. Glscene have all the functions (worldtoscreen, absoluteposition, Distance ect....) Can you explain the kind of your calculations.
Last edit: Jerome.D (BeanzMaster) 2017-03-22
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Hello!
I need the particles from a PerlinPFX to stay in position relativly to where it was created even if the object containing the effect moves.
Similiar to how the FireFX works.
Look at the FireEffects-demo, and you'll see when you move the star that the FireFx particles stay in position relative to its origin, while the PFX ones stays where they are in the world.
Anyway to do this with the PerlinPFX?
All the best!
/Daniel
Last edit: Daniel 2017-03-19
Daniel,
Please, search TGLPerlin... in trunk/samples or in branches/examples. If failed to find then attach your project and explain your task clearly.
PW
Here's a photo.
It's one FireFX-object and one PerlinPFX-object.
When spinning the cones, the PerlinPFX leaves a trail, the FireFX does not.
In other words, the particles stays directly above it's cone.
How can I make the PerlinPFX to not leave a trail?
All the best!
/Daniel
Last edit: Daniel 2017-03-20
I'm using an old version of GLScene, but here is the project
Hi,
After installing the latest update for GLScene packages, when attempting to open Rad Studio startup I get the following error
bds.exe - Entry Point Not Found
The procedure entry point @Glvectorgeometry@Round$qqrq could not be located in the dynamic library
C:\Users\Public\Documents\Embarcadero\Studio\18.0\Bpl\GLScene_Physics_Run Time.bpl.
Followed by an error "Can't Load package" etc
Ignore Cancel Ignore All
If I cancel I can Run the Rad studio normally.
Have I done something wrong or is there an error in the latest packages
Eric Hardinge
Some times the second message is obscured by the splash form, which cannot be moved. Resort to Ctr Alt Del
Last edit: Eric Hardinge 2017-03-21
Eric,
No errors on my side, update your copy with current SVN code or Snapshot, build packages in RAD, uninstall and install the ones.
ps. May be go to C:\Users\Public\Documents\Embarcadero\Studio\18.0\ and delete all files in Bpl\ and Dcp\ folders if you don't have another third party components.
PW
Last edit: Pavel Vassiliev 2017-03-21
Hi ,
All fixed, thanks
Eric Hardinge
Hi Pavel,
Please let me know if you do not understand my problem with the PerlinPFX.
Thanks!
Daniel,
Sorry, today have no time
PW
Hi Daniel, very simple just modify Acceleration Coordinates property (eg : y = 16) and that's all folk :)
Cheers
Hi Jerome,
Unfortunatly that only makes the particles travel up. I need the particles to follow the cones movement around in circles, as the FireFX does. All the particles created by the FireFX follows its parents movement. While the PerlinPFX particles stays where they were created and moves whereever it's set to accelrate. Using accelration to compensate for the cones movement sounds difficult.
Hi Daniel i tried you're code set acceleration on direction you want it work i tried it with your sample code under lazarus. particlees emit from the cone position all it's ok (see screenshot). instead use FireFX if it do what you want.
Hi Jerome!
I see!! How do you do that? I don't understand how to make the older particles follow the cones movement changes!?
Daniel,
I've added some demos in branches\Samples\Effects folder and there is your case in PFXCursor app with radiobuttons Trail/No Trail.
Compile and see attachment.
Pavel
Hi Pavel,
Thanks for the example!
Unfortunatly the particles created by the PerlinPFX still does not follow the cone in your example.
I will try to post a more clear explanation of what I need.
I made a video where it's very clear, the difference between Perlin and Fire.
https://youtu.be/2Obx--1bipo
I try to add accelration to the Perlin, but it does not become the same as Fire.
How does the FireFX stay in the same Y as the cone no matter how the cone moves?
I would like the Perlin to do the same.
Cheers and thank you guys for helping me!!
Hi Daniel, play also with LifeColors property Add some Emit with different LifeTime. The eefects you want to try to achieve is for what( exactly ? A Plane Burst ?
Hi Jerome!
I'm going to use the SourcePFX (Perlin and others) for explosions, smoke effects, watersplashes and more.
The problem in my game is that when you "move" the player, it's actually the world moving and not the camera. So when something is smoking or burning the particles look like they are moving away from the effect when the player moves.
That's why I need the effect to be totally static like the FireFX is.
Cheers!
Why don't you use Camera Movements ? Instead moving world move camera. Why you don't want move camera ? It's the only way to do what you want. We cannot change behaviour of the PerlinFX, because it's ok and it's like in real life. If you want to do, make a child (new component) of TGLPerlinFX and try to mix with the FireFx Component for achieive what you want. But it's better and more simple to move camera.
Last edit: Jerome.D (BeanzMaster) 2017-03-22
Daniel,take a look at the FireEffects above. It's an old demo from GLScene.ru. It's work perfectly and it do what you want.
Pavel you can add it to Examples/Effects/ in work well under Lazarus to.
Yes, that's the FireEffects demo I was talking about in my first post in this thread.
Still has the same problem, spinn the star fast and there is particles all over the place, except from the FireFX and Sprite.
I'm working on a ship simulator, easier to have the world moving around the player boat to deal with the calculations.
...and here's a video, works nicely even though the world is moving right?
https://www.youtube.com/watch?v=kSVv2QPwxYo
Just need the PerlinPFX to work as I want. Because a explosion in the distance messes it up...
Ok Daniel, i understand it's not possible with PerlinFX and Other (poly, sprite...).
If i understand right the boats don't move in your world.
If your boat is moving, the behaviours of PerlinFX as smoke is right, If you're boat don't move the FX you want will be ok as you want. It's like in real word If you look from a fixed position, a steamboat advancing, its smoked leave at the back.
So i think the better it's to plane to move camera instead your World.
Why it is difficult to deal with the calculations if is the camera moved instead of world i don't understand. Glscene have all the functions (worldtoscreen, absoluteposition, Distance ect....) Can you explain the kind of your calculations.
Last edit: Jerome.D (BeanzMaster) 2017-03-22