Particles editing and packing suggestions - Things to Consider too

Discussion in 'Ideas and Suggestions' started by Artistterrymartin, Mar 27, 2025.

  1. Artistterrymartin

    Artistterrymartin
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    Joined:
    May 5, 2019
    Messages:
    832
    First, Consider this, I will not be quite about them lol... I would like to be able to post them.

    How I pack end edit LUA and Particles - File Structures
    If a the devs who denied my particle mod sees this, they should begin to see how I did what I did.
    There is still a lot of what ifs. Using this only allows for particles to be saved to file.
    Can not have multiple mods using same file structure, Game tries to load ALL particles from all mods they are packed in. Cant seem to tell game hey, if you getting particles from here first, dont go anywhere else to get them including other mods.
    Can not also be in editable mod when used packed in a mod. Conflicts.
    But way I understand it all mods load no matter what when active.
    If I make particles you make particles Hi-Def makes particles, and Crash Hard made particles for example like this.. And we all have different particle numbers and names then it would load them all like a massive library. But if we both share BNGP-200 and one of us makes a fire and someone else a water.. It load two instances of number 200 and game will pick the one it wants to.
    Cant not also have particles saved TO LEVEL. That will put them in a 34/levels/your_map/art/shapes/particles and will be incomplete. And wrote as a .CS if not mistaken.
    With my particles, I got myself confused many times. Be organized. Know what particle is what.
    Dont ever try to enable animated particle. It will Crash.
    Always use the one default particle datablock, multiple data blocks are not supported.
    I never use the add new particle in the world editor. I copy past existing particles in the emmiter and particles.jsons to make copies and change them that way. But will edit them in the world editor.
    Pressing the Particle edit tab shows a particle preview. This is not always 100 percent represented of the particle that will be emmited from slip velocity, or programmed to a node.
    I have dedicated a LOT of time into these things. Hopefully they will make it more dummy proof for editing so people can submit them.
    And yes they have accepted mods with particles, so why some will pass and mine will not.. Well, one did and another did not. Both made the same way.
    Last time was told by Car Killer my partciles was over writting game files. When I asked okay, how so, another dev piped in and said that he did not understand how I did what I did but it was not over writting them. Maybe there is maybe 1 particle man there and is part time or something lol. But hopefully they will sort it out.
     

    Attached Files:

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    • part2.jpg
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    • part41.jpg
    • part.jpg
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