Animated texture particles in FTE

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toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Animated texture particles in FTE

Post by toneddu2000 »

Hy guys! I'm trying to create some animated particles with textures. I think that the method should be
  1. 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
  2. Create a particle

    Code: Select all

    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
    }
    
  3. Execute it from code
The problem is tcoords command. I can't find anywhere a documentation for it. I also took a look at p_script.c in FTEQW engine but I can't understand how arguments work.
Technically, it should work like this

Code: Select all

tcoords cellsize celloffsetX celloffsetY slidetime
So you can decide to move a cell with cellsize on X axis with a celloffsetX value and on Y axis with a celloffsetY value in a slidetime time value.
But with no success. Everyone tried to do it?

Thanks in advance

PS:the FTE engine put in code a particle with a

Code: Select all

texture particles/fteparticlefont.tga
But I couldn't find it anywhere on Google. Did anyone use it before?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Spike
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
Location: UK
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Re: Animated texture particles in FTE

Post by Spike »

its randomization, not animation.
tcoords left top right bottom texsize numimages sinc

texsize is pixels. use 1 if you want your texture coords to be specified as normalized (ie: 0-1) texture coords, otherwise make sure your image is square.
typically you'll want to pinch the texture coords in by a pixel, so they don't conflict with the atlased image stored in the neighbouring cells.
numimages must be >= 1 (or omitted). really if sinc is 0 then numimages could just as well be any positive integer you want...

if you want actual animations, you can embed shaders into your particle script (you can embed glsl into those shaders and adjust the texture coords based upon the vertex alpha), but this requires glsl-capable drivers.
(you can also use animmap, but you won't have any control over the starting frame that way).
toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Animated texture particles in FTE

Post by toneddu2000 »

Thanks Spike! What do you mean by randomization? That a random cell is picked? But, is it animated, right? Because, if it's like that, it could be ok for me

Anyway I tried

Code: Select all

r_part numberseq
{
	//model models/sprites/blood.spr32 0 0 6 0
	texture "particles/numbers.tga"
	tcoords 0 0 128 128 116 1
	type decal
	die 10
	scale 80 80
	alpha 1
}
But image is like a very thin reticular grid image
if I change

Code: Select all

r_part numberseq
{
	//model models/sprites/blood.spr32 0 0 6 0
	texture "particles/numbers.tga"
	tcoords 0 0 128 128 128 16 1
	type decal
	die 10
	scale 80 80
	alpha 1
}
Now I can see every cell (every cell is a number) but still not animated.

For the glsl part now I'm quite experienced. I could create something. FTE doesn't have a prebuilt glsl shader for that, right?

Can you please explain which it's the syntax of animmap in shader tags?

Thanks again Spike!!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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