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