motorsep@Posted: Thu Nov 01, 2012 9:36 pm :
I have a dilemma - weather particles get inside the structures. Is there a way to "kill" them before they get inside? (using brush/model with some special shader that remove particles upon contact)



jmarshall23@Posted: Thu Nov 01, 2012 9:42 pm :
Doom 3 doesn't provide collision with particles out of the box(that would also potentionally be really expensive), you could just have the particles destroy themselves after some time has elapsed. Time how long each particle takes to hit the ground and add a few seconds on top of that and you should be fine.

The expense it takes to render a few off screen particles is no where close to how expensive to be to calculate collision on each particle.



pbmax@Posted: Mon Nov 05, 2012 3:32 pm :
or have two different particles? one could be for open terrain and the other placed over buildings that stop after a certain distance (or time).



motorsep@Posted: Mon Nov 05, 2012 3:45 pm :
pbmax wrote:
or have two different particles? one could be for open terrain and the other placed over buildings that stop after a certain distance (or time).


It's not that easy. Terrain is 114k x 114k and messing with particle emitters manually is a royal pita. This is a last resort - if anything else fails, I'd certainly have to adjust particle emitters placement manually.



motorsep@Posted: Thu Nov 01, 2012 9:36 pm :
I have a dilemma - weather particles get inside the structures. Is there a way to "kill" them before they get inside? (using brush/model with some special shader that remove particles upon contact)



jmarshall23@Posted: Thu Nov 01, 2012 9:42 pm :
Doom 3 doesn't provide collision with particles out of the box(that would also potentionally be really expensive), you could just have the particles destroy themselves after some time has elapsed. Time how long each particle takes to hit the ground and add a few seconds on top of that and you should be fine.

The expense it takes to render a few off screen particles is no where close to how expensive to be to calculate collision on each particle.



pbmax@Posted: Mon Nov 05, 2012 3:32 pm :
or have two different particles? one could be for open terrain and the other placed over buildings that stop after a certain distance (or time).



motorsep@Posted: Mon Nov 05, 2012 3:45 pm :
pbmax wrote:
or have two different particles? one could be for open terrain and the other placed over buildings that stop after a certain distance (or time).


It's not that easy. Terrain is 114k x 114k and messing with particle emitters manually is a royal pita. This is a last resort - if anything else fails, I'd certainly have to adjust particle emitters placement manually.



motorsep@Posted: Thu Nov 01, 2012 9:36 pm :
I have a dilemma - weather particles get inside the structures. Is there a way to "kill" them before they get inside? (using brush/model with some special shader that remove particles upon contact)



jmarshall23@Posted: Thu Nov 01, 2012 9:42 pm :
Doom 3 doesn't provide collision with particles out of the box(that would also potentionally be really expensive), you could just have the particles destroy themselves after some time has elapsed. Time how long each particle takes to hit the ground and add a few seconds on top of that and you should be fine.

The expense it takes to render a few off screen particles is no where close to how expensive to be to calculate collision on each particle.



pbmax@Posted: Mon Nov 05, 2012 3:32 pm :
or have two different particles? one could be for open terrain and the other placed over buildings that stop after a certain distance (or time).



motorsep@Posted: Mon Nov 05, 2012 3:45 pm :
pbmax wrote:
or have two different particles? one could be for open terrain and the other placed over buildings that stop after a certain distance (or time).


It's not that easy. Terrain is 114k x 114k and messing with particle emitters manually is a royal pita. This is a last resort - if anything else fails, I'd certainly have to adjust particle emitters placement manually.