Announcement

Collapse

Forum Rules

  • No flaming or derogatory remarks, directly or through insinuation.
  • No discussion, sharing or referencing illegal software such as hacks, keygen, cracks and pirated software.
  • No offensive contents, including but not limited to, racism, gore or pornography.
  • No excessive spam/meme, i.e. copious one liners in a short period of time, typing with all caps or posting meme responses (text/image).
  • No trolling, including but not limited to, flame incitation, user provocation or false information distribution.
  • No link spamming or signature advertisements for content not specific to Dota 2.
  • No Dota 2 key requests, sell, trade etc.
  • You may not create multiple accounts for any purpose, including ban evasion, unless expressly permitted by a moderator.

  • Please search before posting. One thread per issue. Do not create another thread if there is an existing one already.
  • Before posting anything, make sure you check out all sticky threads (e.g., this). Do not create new threads about closed ones.
  • It is extremely important that you post in correct forum section.

  • Balance discussion only in Misc.
  • All art related (such as hero model) feedbacks go to Art Feedback Forum.
  • All matchmaking feedback should go here: Matchmaking Feedback
  • All report/low priority issues should go here: Commend/Report/Ban Feedback
  • No specific workshop item feedback. These should go to workshop page of that item.
  • When posting in non-bugs section (such as this), use [Bugs], [Discussion] or [Suggestion] prefix in your thread name.



In case you object some action by a moderator, please contact him directly through PM and explain your concerns politely. If you are still unable to resolve the issue, contact an administrator. Do not drag these issues in public.



All rules are meant to augment common sense, please use them when not conflicted with aforementioned policies.
See more
See less

map time scaling and particle render issue

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • map time scaling and particle render issue

    hi is there a way to speed up or slow down the river or lava flow in the map? something like controlling in-game time scale so it could apply to map particles and simulations as well


    i also found some particles will pass through objects in front of it
    any solution for this?
    Attached Files

  • #2
    I don't think there's a workaround for those types of particles that get rendered on top. You just have to turn them off when they're behind the object.

    Comment


    • #3
      Yep, sometimes you have to work around the in-gamey behaviours by just "animating over them". There may be fancier solutions like redoing the particle, modifying its properties, etc... but usually you want the fastest, down-to-earth solution :P

      Also you might be able to slow or speed up what you're asking for by CTRL+ALT+SHIFTING the edge of your shot to stretch its time scale, but then you just animate "at normal time" inside of it... I believe the end result would just be "slow world, regular everything else", if you see what I mean

      Comment


      • #4
        Those particles which render above other models use an option to disable z-buffering. This option is disabled by default and is a hidden attribute within the Particle Editing Tool.



        You can simply open the particle in the particle editor, disable the 'disable z-buffer test' option, and save the particle with the same directory set-up as the original read-only particle you just modified. This will overwrite the original particle and allow you to further edit/save it if need be.

        Comment


        • #5
          Originally posted by MaxOfS2D View Post
          Yep, sometimes you have to work around the in-gamey behaviours by just "animating over them". There may be fancier solutions like redoing the particle, modifying its properties, etc... but usually you want the fastest, down-to-earth solution :P

          Also you might be able to slow or speed up what you're asking for by CTRL+ALT+SHIFTING the edge of your shot to stretch its time scale, but then you just animate "at normal time" inside of it... I believe the end result would just be "slow world, regular everything else", if you see what I mean
          the clip stretching not working, it seems the river texture tied with global timeline so it always go with same speed, thanks for the suggestion

          Comment


          • #6
            [
            Originally posted by Toyoka View Post
            Those particles which render above other models use an option to disable z-buffering. This option is disabled by default and is a hidden attribute within the Particle Editing Tool.


            You can simply open the particle in the particle editor, disable the 'disable z-buffer test' option, and save the particle with the same directory set-up as the original read-only particle you just modified. This will overwrite the original particle and allow you to further edit/save it if need be.
            thanks man, you saved my life
            Just I find it hectic if the particle have many particle I need to check one by one
            Last edited by suisiao; 07-05-2017, 09:54 AM.

            Comment


            • #7
              No problem As for moving textures, yea, those are tied to the shader which doesn't take timescale into account. You could recreate the water material/create your own to change the flow rate and all that, but that's a bit of a hassle for what you want to do. Anyway, good luck!

              Comment

              Working...
              X