Well it teached me to have a sock filled with money ready, to restart by buying a new pc & software if everything else fails. I learned to change and expand my stock of sock.
And Kaiser J got the Missionobjective, a winner is you.
The Lanterns are not important, forget about them, what i want is a way to simply generate particles with a (transparency)picture, who float around as described above.
@ARGH: Point 3. would be awesome.
Argh wrote:
2. What I'm getting from your word "splat" is that you're hoping for some map-based particle systems, i.e., something you can draw onto an image that matches the map, and it will do something.
YEESS.
Argh wrote:
3. It's quite possible to develop some code that will put a particle system of <insert type here> onto a map at coordinates X,Y, if color RGB == some number in some bitmap. That part is doable.
>--EEEEEEESSS, IM MAKING PROGRESS. I LOVE THOSE WORDS, the sound of THAT PART IS DOABLE. SO IT IS A EXISTING TASK and it can be done.
Argh wrote:
However, beeing a programmer i dont understand why somebody avoids easy work, and i have some serious doubts that you are not just lazy and i find your lack of organized thinking very disturbing.
So... i will change topic, to something already existing like rubber batons, good old rubber truncheon we used to beat insane shit out of people babbling nonsens on the intertubes.
I will bake that little lights into my map and will live happily ever after, thank you for worrying though :)
Argh wrote:
It uses Units, of course, because I don't like having things like particle systems tied to things I can't edit intuitively and easily in realtime with World Builder. You can, after all, build Units that load a continuous particle event or a cyclic CEG and then destroy themselves, for example, it's all very cheeeasy.
Oh, yeah it┬┤s allways easy, was the same thing with smds, first they didnt work for weeks, then for days finally- im down to only two hours of errormaking and fixing. Very suspicious of mankind not to adapt to the cheese.
Srsly i want this, after seeing that Behe can make a detailtexturesplatmap, i want one for particles, that is like his, just this simple. Call me a stubborn, toolstuck, tutorial hatin, idiot. Fine, i live with it, but why not flick the magic c#-wand and see what happens?
If it is that easy, why avoid it?
Argh wrote:
I can't edit intuitively..
Code is intuitively in your world i guess. Pictures are in mine.
Take a feature, paint every Roof red, everything else green, Render from TA-Perspective above, select pixels who are red, break it down into percentages, assign that amount of space in the texture for the roof. It is after all what players will see most of the time.
Argh wrote:
I can't edit intuitively
I should stop quoting out of context.
Argh wrote:
I can't edit intuitively
One moar time just for the halibut!
Just imagine that with the particles!