- Generate an alpha channeled texture atlas with a grid of X for X cells. Every cell is for example 128 pixel - 4 cells horizontal x 4 cells vertical = 512x512 pixel texture size
- Create a particle
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r_part blood { texture "textures/particles/bloodatlas.tga" type decal tcoords 0 0 0 128 128 die 2 scalefactor 20 scale 80 25 alpha 1 0.6 alphadelta -1.5 rgb 100 10 5 randomvel 400 spawnmode ball spawnorg 0 count 8 gravity 100 blend normal }
- Execute it from code
Technically, it should work like this
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tcoords cellsize celloffsetX celloffsetY slidetime
But with no success. Everyone tried to do it?
Thanks in advance
PS:the FTE engine put in code a particle with a
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texture particles/fteparticlefont.tga