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Author Topic: [Sharing] public particle component pack  (Read 20923 times)

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Craig

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Re: public particle compoment pack v1
« Reply #90 on: November 28, 2016, 02:59:02 AM »
My mistake, I forgot rotation is continuous. Regarding how many tracks can be put down, I guess you could always use the proximity value to enable tracks across the whole map.

.ok

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Re: public particle compoment pack v1
« Reply #91 on: November 28, 2016, 05:54:41 AM »


sorry for particles not popping up fast enough...i could probably improve the proximity settings,or i might redo the tracks to have less emitters being used




.ok

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Re: public particle compoment pack v1
« Reply #92 on: November 29, 2016, 12:57:44 AM »
my goal for the train railroad ties is to have 4 sets useable

  • the 1st set,that i have done now,where i might do 2 or 3 more variants of track(maybe not)
  • a 2nd set that has less details in them,but so players can use more on the map
  • a 3rd set that would have the most details,but would use more emitters...so these would be for those who wouldnt use as many tracks on their map
  • i might do a bigger set...idk how ima go quality wise,but this set would probably be more ideal for using actual trains on your map,where the 1st set was more ideal for people who wanted to add minecarts/wanted tracks

it'll take longer than i was planning on spending on ties,but atleast i could offer multiple options for people to use depending on their situation
« Last Edit: November 29, 2016, 01:42:23 AM by .ok »




Dryym

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Re: public particle compoment pack v1
« Reply #93 on: November 29, 2016, 10:12:57 AM »
Have you considered the possibility of switching from particle emitters to proximity blocks with looping scripts attached?

The benefit here is that they could be infinitely more space efficient, And if you wanted, You could work in easy rotation using vars.


I honestly don't think it would be that much harder than the particle interface is now.

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Palladeonix

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Re: public particle compoment pack v1
« Reply #94 on: November 30, 2016, 03:31:28 PM »
This is impressive! I presume it involves a lot of trial and error?

.ok

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Re: public particle compoment pack v1
« Reply #95 on: December 01, 2016, 01:31:23 AM »
I presume it involves a lot of trial and error?
As far as how?


Have you considered the possibility of switching from particle emitters to proximity blocks with looping scripts attached?

The benefit here is that they could be infinitely more space efficient, And if you wanted, You could work in easy rotation using vars.


I honestly don't think it would be that much harder than the particle interface is now.
I did think about trying scripts,where I think there was a bug or 2  that made it hard to actually script them

I forget the reasons why I didn't want to where I'll post them when I remember them,but 2 of the problems were knowing  where the particle would go,and then the biggest thing from preventing me from doing it is that you can't share scripts out easily

I'll try a test on one and see how it goes,but idk what I'm going to do via the xyz coordinates,especially being its based off of 1 block and not multiple

Also what do you mean by rotation by vars..give me an example
« Last Edit: December 01, 2016, 02:37:37 AM by .ok »




.ok

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Re: public particle compoment pack v1
« Reply #96 on: December 01, 2016, 05:29:20 AM »
made a quick coat hanger





might try different ones like these as well









Jim

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Re: public particle compoment pack v1
« Reply #97 on: December 01, 2016, 06:16:48 AM »
You should make one of the ones that stand up (I think they're called hat stands)


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.ok

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Re: public particle compoment pack v1
« Reply #98 on: December 01, 2016, 06:21:50 AM »
You should make one of the ones that stand up (I think they're called hat stands)
That was one of the early on ideas given to me by casual onion I think

I'll get to eventually.depending on how it goes I might add a hat or 2 but I'm kinda limited on hat design




Jim

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Re: public particle compoment pack v1
« Reply #99 on: December 01, 2016, 06:35:10 AM »
That was one of the early on ideas given to me by casual onion I thinkI'll get to eventually.depending on how it goes I might add a hat or 2 but I'm kinda limited on hat design

Oh right I didn't realise it was already suggested.. Anyways what are you currently working on at the moment??


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