Seriously!

Go Back   Seriously! Forums > Serious Sam Series > Serious Sam HD

Serious Sam HD Discuss anything and everything about Serious Sam HD, the official remake of SS:FE on Serious Engine 3.

Reply
 
Thread Tools Search this Thread Rate Thread Display Modes
Old 08-09-2013, 11:48 AM   #1   Add To Ignore List  
Finzy Corp. CEO
 
Finzy's Avatar
 
Joined: Sep 2005
Location: Whatshisoffice
 
Finzy is offline
Default Adding always active particle effects to a player model.

Anyone have any idea how to do this? I tried just adding new effects into the particle scheme, and that wouldn't work (fool's hope ). Adding a new addon host to the model with a new particle effect did not work either, since it didn't show up.

I simply want to parent particle effects to a model like I would add children to a model.
  Reply With Quote
Old 08-09-2013, 12:08 PM   #2   Add To Ignore List  
Black Star
 
Devostator's Avatar
 
Seriously! Creative Moderator
Joined: Jun 2011
Location: Germany
 
Devostator is offline
Default Re: Adding always active particle effects to a player model.

Quote:
Originally Posted by Finzy View Post
Anyone have any idea how to do this? I tried just adding new effects into the particle scheme, and that wouldn't work (fool's hope ). Adding a new addon host to the model with a new particle effect did not work either, since it didn't show up.

I simply want to parent particle effects to a model like I would add children to a model.
I don't clearly remember how I did it but here is what I got:

It's done through animation, best would be creating a new animation called "Alive" but with only the pelvis try not to add any other skeleton since those are the ones being animated, the pelvis bone is the base and doesn't move at all, so only add that bone to the new animation, when done search in one of the tabs for events or something like that and add something that has to do with particles, add in what frame it should start and the rest should be obvious, the only problem I had with this was that it never followed the enemy I did this to, Mischievous didn't know what was wrong either.
  Reply With Quote
Old 08-09-2013, 01:12 PM   #3   Add To Ignore List  
Finzy Corp. CEO
 
Finzy's Avatar
 
Joined: Sep 2005
Location: Whatshisoffice
 
Finzy is offline
Default Re: Adding always active particle effects to a player model.

That's helpful. Dunno how to animate anything though and it's been a long time since I tried.
  Reply With Quote
Old 08-09-2013, 01:28 PM   #4   Add To Ignore List  
Developer Fairy
 
Solais's Avatar
 
Croteam Representative
Joined: Nov 2009
 
Solais is offline
Default Re: Adding always active particle effects to a player model.

Ah so it works with only one animation? I was thinking adding it to all, but that would have been troublesome. Also, even if it's the Alive animation, it would only show up as a puppet. Also, one reason why it doesn't follow the character is because when the Effect Event is added to the animation, you have to check a box about it sticking to the model always.
__________________
Since Old Lost Age I Shine

My Serious Sam 3/HD Workshop


While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views.
Unless when I use this nice blue color I totally didn't steal from Blizzard.
  Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Serious Reference Redshirt Serious Editor 14 11-16-2001 06:18 PM


All times are GMT -4. The time now is 12:13 AM.