particles in ogre 2.0+

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GlowingPotato
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particles in ogre 2.0+

Post by GlowingPotato »

Hello,

What people are using for editing particle systems in ogre 2.0+?
xrgo
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Re: particles in ogre 2.0+

Post by xrgo »

I am using particles in Ogre 2.1, the old particles works great =D, But I am editing them "by hand" via C++ and scripts. There are some old particle editors around, I have never use them, but the output script should work just fine for 2.0+
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GlowingPotato
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Re: particles in ogre 2.0+

Post by GlowingPotato »

xrgo wrote:I am using particles in Ogre 2.1, the old particles works great =D, But I am editing them "by hand" via C++ and scripts. There are some old particle editors around, I have never use them, but the output script should work just fine for 2.0+
Yeah.... I'am using the old "editor" its called particle accelerator and its a nightmare. :(
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Re: particles in ogre 2.0+

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GlowingPotato
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Re: particles in ogre 2.0+

Post by GlowingPotato »

Ohh that's cool! thanks for sharing Xrgo! I'll have a look.

Btw, I take what I said about particle accelerator back. Its indeed very useful, but lots of bugs.

Again, thanks for pointing those.
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Re: particles in ogre 2.0+

Post by al2950 »

Just to let you know, I am using Particle Universe and it is now working in my engine properly (previously I only got it to compile, and run its own demos). At the moment I am only aiming to get Billboard renderer to work correctly, although the others may works!
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GlowingPotato
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Re: particles in ogre 2.0+

Post by GlowingPotato »

Ohh thats good to know!

iam using particleAccelerator and is working fine, Its a 2006 app but it does the job.

I'am having some performance issues with particles in ogre 2 but I can work with it.


Have you set a PBS material to your particles ? I wondering if we can cast/receive shadows for the particles.
al2950
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Re: particles in ogre 2.0+

Post by al2950 »

GlowingPotato wrote: Have you set a PBS material to your particles ? I wondering if we can cast/receive shadows for the particles.
Most definitely not :(, all using unlit. In theory if the particles had a normal map then they could be lit and receive shadows. Casting shadows however is a lot more complicated.

The plan will be to get the new particle system merged, and then work on the Particle HLMS to provide these sort of features
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Re: particles in ogre 2.0+

Post by GlowingPotato »

Errr.... Iam struggling to make particles look good in a mix of open and closed environment. I need at least to have it lit and receive shadows. Otherwise, particles during the day have a completely different look then night.
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