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Total Miner Discussion / [Game] [How To]particle emitters-creating items
« on: Today at 07:13:40 AM »
How to create items with particle emitters

Here is my guide on how to create your own items using particle emitters.A lot of people have always wondered how to use emitters in creating items, so I decided to make a small guide on the ways that I make things in Total Miner, allthough it'll still take some effort,depending on how much detail you want in your item/s.
*Note, these are all personal preferences, where the things that I do may differ from other people and what they prefer, so keep that in mind, allthough i seem to find that my settings seem to get the job done, and tbh, it was sort of tricky at first when I first began using emitters to create things, but after a little bit, I eventually got the hang of it and it got easier to the point where i was able to create complex things fairly quickly.ETTP was the 1st person I saw who made solid items originally. Then it was JD who made some stuff on the forums and then Tate with his Pokemon particles to which i thought was really cool, but i figured that if he was able to do them that well, then why couldn't I do it too? I started off with 1 or 2 things on my zombies map,but the more things i added,the more people liked what i was doing and eventually i started doing other things and now they're really simple to work with IMO,but others seem to struggle with them,so hopefully with this guide,maybe i could help teach some of you guys a new skill or something to try out.

In this guide,I'll be going over specifically how to create items,such as these:

and going through each setting explaining the best settings to use for them,to where if you follow this guide,then with a little practice,you'll be able to create things just like these and pretty much anything else you can think of maybe one day we'll be blessed with different shapes or pitch & yaw  : D

Duration/Emit Frequency
Spoiler for Hidden Content:

Now this is probably the most important setting you need to have right,being it helps to keep the particle solid for the longest time,and keeps each emitter emitting a max of 1 particle out of the 500 you have available most of the time. I've seen other people have theirs at a duration of 1 second and then their emit frequency at 0.9,or some people use a duration of 8 and then sometimes a emit frequency of 7.8 or 7.9,but I've always found those to flicker a lot more and use more particles than needed,to where I've found my setting to work better overall

*Note: if you wish to add effects such as smoke, sparks, glowing,  etc
then feel free to change these or any other settings to fit what you're looking for

Duration/Emit Position Offset
Spoiler for Hidden Content:

Emit offset defines the distance that the particle is emitted from the source block,where anything under 1 block size for the x,y,or z, will be still in the block,so to fix this,if say you have a particle size of 1,1,1,then set the particle at least 1 block length from the source block.For example:

  • If you want the particle to go above the emitter,then set the Y on start size above 1
  • if you want the particle to emit away from the emitter in any way,then change the x,or z on start size past 1,depending which way you're facing

Something to note,would be that currently, we cannot go past 50 in block length on Start size or Emit Position offset/variance,so keep that in mind

If you change anything on the size,then take that number and divide that by 2,then add or subtract that to the offset.for example:

if you have a offset of 1.2,3,2.5
and a size of
and if you reduce the size by 0.20,then if you wish to keep the particle at the same spot,then change the offset to 3.1,being when you decreased it,the particle moved down,where when you add its Y size by half of the changed amount,it will remain in the same spot with the new setting

Emit position variance,Velocity,Velocity variance,gravity,Rotation Speed
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These do not matter when making solid items and shouldn't be messed with unless you want to add a effect to them,otherwise don't worry about these settings

Start/End Size
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For Start size,this controls the size of your particle,where you can set it anywhere between 0.0001,all the way up to 50 block lengths.Currently 50 is the limit on console,but on PC may be different,although i couldn't say for sure so don't quote me on that

For end size, you have to have a number set in order for the particle to appear. If your particle isn't showing up, check to see if you have a number on the end size other than 0.The end size can be set anywhere between 50, and -50, like so

If you want a solid item,then leave the end size at 1,being the item is going to be stationary

Wind affection
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Ignore this setting

Start/End color
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This defines the entire color spectrum where different combinations put out a different color depending on the setting you have
R is for red
G is for green
B is for blue
A is for alpha,where alpha defines the transparency of the color.If you have A set as 1,then the block will become transparent,but note that the lower the transparency,the brighter your colors become,unless you have them set between 1-30.if you're looking to have a solid color,then always set the Alpha value at 255 and adjust the rgb as necessary
If you want a solid color,then set the start color and end color to the same value.0 would be black,so the lower the value,the darker your particle will become,where the higher you have the value set at,the brighter that value or color will become.If your particle isn't showing up,then check to see if you have a number set on the alpha value,because if you don't have anything set,then  your particle will not appear

Proximity value
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proximity value is an important feature for those who use a lot of particles and wish to conserve particle useage on their maps.Particles themselves do not cause lag for the game unless you have a emit frequency set at like 0.001 and/or the duration set at something high+ a bunch of them in a small area,then that would cause frames to drop.Otherwise if you want to use a lot of particles on your map,and/or want to help cut down on particle useage,being currently we only have a max of 500 particles(4000 in total,but the number you want to pay attention to is 500 for the most part)
on PC we'll get an increase to around the 1000's,but they'll depend on your settings on your PC.9come time around when TM goes 64Bit,the limit would be in the 10k+ range,possibly 100k+,but until then,if you plan on using quite a few particles,then your best bet is to use a proximity on the particle emitters

The proximity setting goes up to 1000,so adjust accordingly to the type of particle you have and whether or not its inside a building or in a larger area,but also take to consideration distance from the players and how far away they would be before the particle isn't visible anymore,and also,for each emitter you have,if you want to use a proximity on it,then you'll have to set it on each block individually

requires power
Spoiler for Hidden Content:

if you wish to make the emitter powered by a power source or script, then this is also a good way to conserve power, but also a neat way to use emitters in scripts, being you can control the power through
SetPower [x,y,z] [on|off]
this could be used to create or add effects.the possibilities are endless

Spoiler for Hidden Content:
Pretty self explanatory. This allows you to change the texture of the emitter, but one helpful thing with this if the emitters are visible to players or in a build, the particle emitter does support the invisible barrier option,so this is a good workaround if you're having problems keeping your particles hidden from view

copy to script clipboard
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this is a good option for a few reasons.the biggest things you can do with this is fit a particle emitter's settings onto a script,especially if you use a large amount of emitters for a single item.if you wish,you can add all of them onto a single script,narrowing it down to just 1 block instead of a tower of  5 10-50.The only con though to this is that you have to set the x,y,z each time you add in another line

  • if you want the particle to spawn it at a certain coordinate,then set the x,y,z accordingly and you can pretty much have the script activate from anywhere and not have the need for particle emitters where they spawn at,however i haven't messed around with this as much yet,so i couldn't tell you if i recommend this or not
  • if you just want the particle to spawn in like how it would with a regular emitter,but from the source script block,then change the XYZ to rel:x,y,z and change it accordingly,like this

  • *Note that to add them in rel to the script block, change it according to where the emitter block would be, for example:

*if you have a tower of particle emitters, the top rel: XYZ would be Rel:0,0,0.
     *if you want to add a block below the top one, then change the XYZ to
      *if you have one to the left or right of the center emitter/beginning block,then change the x or z accordingly
  • particles work with all of the relative coordinates,so it can work on a player and each of the Rel's. If you want a particle to follow a player,then i believe that you change the XYZ to pRel:0,1,0.This is popular among people that like to make particle trails for players,but be cautious of this,because particle trails will eat up a lot of the particles used if you have it respawning at a fast rate
  • for any script,if you want the particle to respawn,then throw in a loop,and add the duration in milliseconds
         *if you're going by this guide and want to make items,then set the loop at 3000,being that your duration for the particle emitter would've been at 3 seconds,and each second equals 1000 in milliseconds.if your duration is 0.10,then make the loop at Loop [100].Adjust to what you're trying to accomplish

Particle type/save as custom template
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this isn't really that important if you plan on making items,but if you make any single effects,or if you have a certain color you like,then this would be something useful to begin off with,allthough later on,you wouldn't need to worry about these,but personally i like selecting a pre saved particle with the correct settings so that way I don't have to reset everything over

Resources/other useful information
  • here's a few useful things for helping with color
    Eye Dropper google chrome add-on
    this is good for getting a quick r,g,b setting off of a image.gyazo also works well with this too
  • Resources are a really good way of inspiration and just a source to go by.There's infinite amount of things your could use, but the biggest help would be from in-game and pictures, but even with all of the resources you could have, it's still up to you to be able to put everything together,  although, after a little bit of practice, you could finish items fairly quickly
  • practice
    the only way you'll get better is if you practice.It might take a while to get familiar with the settings, but once you figure it out, it becomes pretty easy

    let me know if there's anything you're confused on and I'll try to clarify it as best to my knowledge>I'm sure I've covered everything, but if there's anything that I left out then let me know and I'll either fix the OP or post accordingly

    Ill edit the op with any new tips, or if we get any new features that will aid in creating items.If this guide helped you any bit, then feel free to leave feedback.It'd be cool to see what some of you guys create or come up with

Bug Reports [Retail] / emitter setting
« on: Today at 05:01:54 AM »
if you set the start size for x y or z at 0.00001,then it returns back as  1E-05.each 0 you add past 4 which does nothing to the size anyways,increases it to 06 07,ect

Questions and Answers / few questions
« on: January 15, 2017, 11:49:00 PM »
so these regard specifically to new features for particles or things that can change them and the possibilities they hold

these are ideas that have been suggested before, at the same time would benefit people greatly with new/better options or customization
here's an idea by Charles he made a while back to where he came up with a list of things that could be added,but i don't think there was anything said on why this wasn't possible back then,but now I'm curious on if they are possible now, or if they are, whats holding any of the ideas from being added, or any road blocks keeping them from being added

Then another thing that I'm wondering about on is something that's been suggested multiple times already, which would be the ability to have a menu or setting on an emitter to hold multiple settings, instead of needing to have multiple individual emitter blocks which do take up lots of space sometimes
this idea alone would definitely benefit lots of people, especially being you would only need 1 block in total,compared to having multiple blocks.This one I'm more interested in why this isn't possible(or hasn't been added yet) and now that PC is around the corner, if it'll ever be possible, and if not, then what's preventing it from being added

edit:if say if we had different shapes added but they looked weird when increased in size,then i would still use it being you could work around the odd parts of the shape or morph it into the other particles or vice versa,and it would offer new options for creating stuff,like if we had pitch+yaw,but it would look weird on the slanted part or broken up,then thats better than having to do multiple particles for a slanted line,instead of just needing 1

i could keep going,but im sure you get the idea

Ideas / support for special characters on script+folder names
« on: January 09, 2017, 09:10:27 AM »
would be cool to have if not added on PC yet,being it doesn't allow for them in script/folder names, especially for +, where it ignores it(and probably others too)

this would come in handy

Questions and Answers / q for emitter/idea
« on: January 09, 2017, 08:43:52 AM »
this is sort of an idea that's been mentioned a lot or requested; just that I'm curious on it instead of making a 50Th thread asking for it

so the thing I'm talking about, is support for multiple lines/particle data on a single block
my question is, being it hasn't been added yet, what is why is that/ what

 are the things holding it back from being added or whats the roadblocks keeping it from being added?
this would be really good to have as a feature, being that a lot of people make particles in towers or big components. to maybe something where it acts as a folder or something
where if you press x or y, it adds a 2ND page or part below the 1st setting
where you would just scroll down to whatever setting
And edit as you pleased

maybe something like this, or maybe change the emitter settings to transfer to a word doc or wordpad file setup, and add the settings for the emitter there

just something so that way you could compact however many emitters you wanna use into 1 block, saving space

if this would never be possible to add something like this for emitters, then what's preventing it from happening?

Ideas / Idea for particle emitters
« on: January 03, 2017, 05:23:06 AM »
What if there was an option or setting for something like

Color start variance
End color variance

Something like this would be cool because you can add more than 2 outputs for color,or just offer a bigger variety of colors being cycled

General Discussion / Happy birthday deathXreaper
« on: December 30, 2016, 03:41:29 AM »
Just wanted to say and wish to you happy birthday

Hope your day goes great and hope you get something you wanted

Ideas / idea for a small change
« on: December 29, 2016, 06:39:39 AM »
here's a small change that could become really helpful

would it be possible to keep the menu up for a player if they have clear markers disabled for a tool/ action, so that way if they want to perform multiple actions with the same tool, tools they wouldn't have to go back toTools menu and pick the same thing over n over again, saving time. And then have it disappear if they have clear markers enabled

This could be helpful by saving the player time from going back & forth

Questions and Answers / 3 questions for sounds on pc
« on: December 25, 2016, 12:43:53 AM »
3 q's that I have/features that i think would be cool if improved are:

1:would it be possible to raise the limit or to remove how many sounds are allowed in a certian radious?this will be really useful,especially when we can add our own sounds and/or songs even(if this is added)

2:will the volume setting be improved upon to where some sounds dont sound loud when set to the lowest setting

3:could the max range be changed to a higher ammount?

Ideas / IsInZone adition
« on: December 19, 2016, 04:51:46 AM »
currently it determines what zone the player would be in,but has no specific way to tell if they're in a specific zone

if there was a option or querie for a specific zone,or [name] then that could be helpful in some situations

Questions and Answers / Another script q
« on: December 16, 2016, 11:10:32 AM »
Ok so this one might be tricky to do,but if anyone has any ideas then that would be helpful.ill try to explain as best as I can

So for my script system I'm working on ,ATM I have it to where you can cook food and I have 5 or stages of what the food can be at,from being raw or starting off which if you decided to eat it,then it would render a negative health gain..then from raw up to burnt to where it offers little to no health advantage

The goal that I have is that I want to be able to store up to 5 or 10 items,with each of them keeping their value or how long it was cooked for,to where a menu or list pops up with each of the items you cooked,but the values are kept with each item,and not to where it just throws a random item/value at you

I'm sorry if that sounds confusing as I'm trying this in a hurry on my phone.if this does makes sense and you can think of something that would work for this then any help would be greatly appreciated,although I'm sure no one will have an idea of how this can be done anyways

Creative Features / [Scripts] inventory stock checker
« on: December 14, 2016, 06:34:17 AM »
so i made a pretty cool script system that can tell if you're low on a item,or if its out

Beginning script

part 2

part 3

end/exit script

so the way this script works, is this:

part one is actually tied onto a menu box, but the menu box is just dialogue asking you if you want to check the block or inventory.part one opens up the block, or for my situation, a chest, and then activates the 2nd script as well

part 2 is the 1st checks to see if you're out of that item, to where it says you need to stock up on some more food.if it comes up as false, then part 3 is activated

part 3 activates if there's food in the inventory.For this situation, if you have less than 5 of the raw duck meat then after you take some out, if some is leftover, then a message pops up saying that you should probably stock up soon

Part for is the end script, to where for this situation, once you exit the zone, the final script activates and closes off the 2nd and 3rd script, completing it

the settings  for the amount of stock or the wait times can be adjusted to whatever you want, and it could probably be expanded to multiple items, where if anyone wants that made, then i could try messing around with it later on....just this works pretty good for 1 item

Edit:add another wait [1000] on both the 2nd and 3rd script at the begining for better acuracy

Ideas / idea for a script
« on: December 14, 2016, 04:07:53 AM »
currently,i don't know if there's any way to detect movement from one inventory to another that easily without a bunch of complicated steps,and/or a bunch of queries.It would be pretty cool if we had something that would detect when something was moved from say a chest,to the player's inventory
for example:
i have a script to where i want to set it up,where it detects whether or not a chest has a certain item,or for my case,raw duck meat.i have it set up to where its supposed to have 2 outcomes...the 1st one,being if its out,that a message would pop up saying that you have no stock.

I wanted to have it setup to where either when you took something out of the chest,and/or the item became low,that a message would pop up telling the player that they should stock up soon....but for some reason outcome 2 seems really difficult for the game to do being i can't figure out a simple way of detecting movement instantly or easily.If there was a script or query that helped with this,then it would be really helpful

Questions and Answers / q about a script
« on: December 13, 2016, 05:12:34 AM »
is there a way to determine a set area for what a script looks for,or to where if say you have a max value of 10,but want the queries to come out true or false if it falls between say 4-8,then action a will happen,otherwise if its below 4 or above 8,then action b happens

i assume something as far as a  Var script would prob be the solution,just idk what i would use in this situation

so i wanted to have this grill powered by a script block to where it emits from the script block and not from all of the emitters i used to make it

i copied all of the settings over to a script to where i set the xyz to Rel:0,0,0
but i got this instead of the grill

what do i have to do to where it emits from the script block or what do i have to change the xyz's on each of the settings to?

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