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Thread: map time scaling and particle render issue

  1. #1
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    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?
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  2. #2
    Basic Member Maasai's Avatar
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    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.

  3. #3
    Basic Member MaxOfS2D's Avatar
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    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

  4. #4
    Basic Member Toyoka's Avatar
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    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.


  5. #5
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    Quote 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

  6. #6
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    Quote 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 at 08:54 AM.

  7. #7
    Basic Member Toyoka's Avatar
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    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!

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