View Full Version : Effect Point
Coaster_Phantom
01-08-2006, 10:57 AM
Can someone (jonwil :p) please tell me how to fill in this:
http://img241.imageshack.us/img241/2518/effectpoints9bp.jpg
I want to make a little lightball like the ones in the original lamps in the game.
Thanks in advance! :D
CoasterSim.Fan
01-08-2006, 01:20 PM
Well to be honest filing in the grid has been a major mystery to me it’s called matrix math (you might want to try a goggle search) as for naming the effect points this link might prove help full.
Link (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=496392)
If you have any success with this please let us know.
Potter
01-08-2006, 02:51 PM
Hi Coaster_Phantom,
I haven't yet taken a stab at the matrix.
But, as it is a transformation matrix, I think we can take a simple example and try it.
Can you give the following and see how it works:
textboxes 1, 6, 11, 16 = 1
textboxes 5, 9, 13, 10, 14, 15, 2 , 3, 7 =0
textbox 4 = shift you want in x-axis
textbox 8 = shift you want in y-axis
textbox 12 = shift you want in z-axis
"Effect point name" text box can have
particlestartnn_xxx
where
'particlestart' has to be kep intact and not changed
'nn' be replaced with particle effect start position ( say 01 )
'xxx' be replaced with particle effect .frw filename ( without the .frw extention, the particle effect must be in the ParticleEffects folder for it to work)
jonwil
01-08-2006, 07:20 PM
I will post some details of lights and what the effect point name should be when I can find the time to do so :)
CoasterSim.Fan
01-09-2006, 07:04 PM
I will post some details of lights and what the effect point name should be when I can find the time to do so :)
Thanks I could really use some more information on naming the effect points. Hopefully if the information potter gave us about filing in the matrix is correct and jonwil gives us some help in naming effect points I will finally be able to make objects light up which I have a lot of ideas for;)
DarkRidePerson
01-12-2006, 08:38 PM
Hi Coaster_Phantom,
I haven't yet taken a stab at the matrix.
But, as it is a transformation matrix, I think we can take a simple example and try it.
Can you give the following and see how it works:
textboxes 1, 6, 11, 16 = 1
textboxes 5, 9, 13, 10, 14, 15, 2 , 3, 7 =0
textbox 4 = shift you want in x-axis
textbox 8 = shift you want in y-axis
textbox 12 = shift you want in z-axis
"Effect point name" text box can have
particlestartnn_xxx
where
'particlestart' has to be kep intact and not changed
'nn' be replaced with particle effect start position ( say 01 )
'xxx' be replaced with particle effect .frw filename ( without the .frw extention, the particle effect must be in the ParticleEffects folder for it to work)
I tried this, and the game crashes as soon as the object is placed. This, I am assuming, has to do with some sort of problem with the effect, as the object works fine when the effect point is not added.
Potter
01-13-2006, 06:04 AM
I tried this, and the game crashes as soon as the object is placed. This, I am assuming, has to do with some sort of problem with the effect, as the object works fine when the effect point is not added.
Can you give the exact details that u put in the boxes. Or better, give the saved thm file and OVL files! That should get us started with troubleshooting :rolleyes:
Perhaps, jonwil could then figure out what might be the problem...
CoasterSim.Fan
01-13-2006, 05:45 PM
If the piece is crashing when you are placing it Chances are it wasn’t that you field out the matrix wrong but that you named it wrong. We can actually use a few effect point names that we now will work because right now I get confused with how to name them my self. Also if your still getting crashes try one of the side files for an object in the game that has the effect point you are trying to use. If some one wants to give me some lighting effect point names I will try to play around with it and see if I can get it to work correctly.
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