[aps]gnat 28 Posted January 23, 2012 Experimenting with missile smoke trail and finding it difficult to predict if a trail will float or sink. I actually want it to do neither, so there seems to be some parameters to balance, but having difficulty working out which. I'm changing particle size, but it seems the bouancy being effected ..... Weight doesn't on its own control it it seems. Size seems to effect it. My guess is so do Volume and maybe even rubbing ...... Anyone know the major factors and how each swings vs each other? (Or have I got it wrong and its the random direction that determine the up / down of the WHOLE smoke trail?) http://community.bistudio.com/wiki/ParticleArray Share this post Link to post Share on other sites
Sealife 22 Posted January 23, 2012 i think its weight that is the most effecting if volume = 1 i was lkooking for something similar if i understand you correct i didd some test and found if i add to this mass it floats up or if i take away from this mass it sinks ( could be oposite i havent tested for a week or so. i just placed it above a mans head called bob in editor for simple test, the best example i remember was in the old file in ofp , a well hidden tutorial i never saw for the first 5 years of OFp lol. _dpos = (bob modeltoworld [0,0,4]); _mass = 1.275 ; _vol = 1.0; _rubb = 0; _vel= [0,0,0]; _size = [6]; drop ["\Hsim\data_h\data\cl_water", "", "Billboard", 1, 10, _dpos, _vel, 4, _mass, _vol, _rubb, _size, [[1,1,1,1]], [0], 5, 0.05, "", "", ""]; sorry particle is from TOH its all i play these days just replace with yours Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 24, 2012 Thanks Thomp Seems its not that complicated at all, or I've got lucky with other paramters. weight = 1; volume = 0.8; generally close to neither sinking or rising. Share this post Link to post Share on other sites
Sealife 22 Posted January 24, 2012 nice one , the example above just stayed there till death , however sometimes the way there drawn can make it look like they are especially when you zoom , i guess thats because the engine always ensures the poly is facing the player or something ? Share this post Link to post Share on other sites