Posted by: joewijoyo - Friday, August 15, 2014 12:51:16 AM
I've been trying to figure this out for a while now but to no big success. In a particlesystem object there usually is this section of code : Alpha1 = 0.00 0.00 0 Alpha2 = 1.00 1.00 5 Alpha3 = 0.00 0.00 60 Alpha4 = 0.00 0.00 0 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:255 G:255 B:255 0 Color2 = R:0 G:0 B:0 0 Color3 = R:0 G:0 B:0 0 Color4 = R:0 G:0 B:0 0 Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 Now, can someone explain to me what Alpha is for and how the numeric system works? And what is the number after RGB? Say, if I want to make a flashbang grenade non-transparent (no opacity) what exactly should I do?

Posted by: precision_bomber - Friday, August 15, 2014 3:13:49 AM
I'll let you in on things I know. (*) Citation Needed [code] ParticleName = EXexplo03.tga ;The texture it uses Lifetime = 5.00 5.00 ;Existing Time in Seconds(*) Size = 2.00 5.00 ;Min size, Max Size StartSizeRate = 0.00 0.00 ;Starting Size SizeRate = 1.00 2.00 ;Rate of growth Alpha1 = 0.00 0.00 0 ;Minimum Transparency(*),Maximum Transparency(*), In what time does it happen? Alpha2 = 0.00 0.00 0 Alpha3 = 0.00 0.00 0 Alpha4 = 0.00 0.00 0 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:0 G:128 B:0 0 ;Red, Green, Blue, In what time does it happen? Color2 = R:0 G:0 B:0 5 Color3 = R:0 G:0 B:0 0 Color4 = R:0 G:0 B:0 0 Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 [/code] Transparency: 0 - opaque, 1 - fully transparent

Posted by: joewijoyo - Friday, August 15, 2014 3:41:46 AM
Oh alright. Thanks for your help!