Nanolathe structure

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Balthazar
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Nanolathe structure

Post by Balthazar » Mon Apr 02, 2007 7:15 am

I suggest to switch back nanolathe animation from particles to green quads, dear-old TA nanolathing.

And a suggestion - nanolathe quads colour can be similar to player`s color. That`ll be pretty.

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zuzuf
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Post by zuzuf » Mon Apr 02, 2007 11:22 am

nanolathe colour set to player color can look great ( will set that as an option ). But using "squares" would look strange in a 3D world because it would clearly appear as a sprite.
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Post by Balthazar » Mon Apr 02, 2007 2:24 pm

Ok, use not flat square - use box! Little grreen boxes :)

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Post by zuzuf » Mon Apr 02, 2007 5:48 pm

the problem here is that the particle engine isn't made to handle boxes. I have worked hard on it last few weeks because of a bug so I am going to make changes to other parts of the code and then implement what's needed for that ( not before we release 0.3.1 )
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Post by Balthazar » Mon Apr 02, 2007 6:48 pm

Well, then for the start - try to use flat squares, don`t thik that it`ll be to obvious that it`s a sprite in game.

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Post by AF » Tue Aug 28, 2007 1:07 pm

imo the glowy particles spring uses are much better, and much more flexible

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Post by zuzuf » Tue Aug 28, 2007 4:18 pm

TA3D supports glowing particles now (since 0.4.0 TEST 9), it's used by fire particles, so we could also use that for nanolathe particles.
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Post by Balthazar » Tue Aug 28, 2007 5:27 pm

Well, there are not enought particles now, we need 2 or 3 time more in nanolathe process.

Since particle engine not optimised yet, we can stop just by adjusting nanolathe color and glow.

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Post by zuzuf » Tue Aug 28, 2007 10:26 pm

we can make the particle flow more regular, this will increase the visual complexity without increasing the number of particles, and it's easy to do. Will do that this week end
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