just some simple questions

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Conrad Xu

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Sep 4, 2011, 11:28:23 AM9/4/11
to benv2423-2011
could you tell me which flow graph would allow me to change the
colours of objects. so like, i have a white cube, and as i get closer
to it, it turns black. what would i have to do?

also, how could i increase and decrease the size of particle effects
through interaction? also, which would be the particle effects flow
graph chart?

Ros

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Sep 5, 2011, 12:34:52 AM9/5/11
to benv2423-2011
Hi Conrad,

You need to create both a white and a black material for your cube. I
have modified Vinh's material glow flowgraph (http://www.youtube.com/
watch?v=xr0soCuyZA8) as a way of working out when and how to assign
the 2 materials to the cube, by using the node Math:Equal to say when
the player is x meters away from the cube, set the string, the string
being (String:SetString) the location and name of the material to be
assigned to the cube. And finally, the node Entity:Material, which
lets you apply a material to an entity. I have posted a screenshot of
this to my blog: http://benv2423-2011rk.blogspot.com/

Not sure what you are meaning by the second question, aren't you after
the scale flowgraph shown in week 3:
http://www.russelllowe.com/benv2423_2011/experiment1/reference/week_03.html
Or maybe you should look into spawning more particles, as opposed to
increasing and decreasing size.

Jules Cromarty

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Sep 5, 2011, 1:07:00 AM9/5/11
to benv2423-2011
The flowgraph nodes Entity:MaterialParam and Entity:Material are a
good place to start to change the colours of objects. There are
examples of how to use Entity:MaterialParam in Vinh and Russell's
tutorials and a fair bit of information on www.crymod.com if you
search the forums for key words, like 'change material flowgraph.'
Post back with what you've got so far if you are still having trouble.

As for changing particle effects through the flowgraph, it may be
possible to scale a particle effect through flowgraph using
Entity:EntityPos. The simplist way may be to have multiple copies of
the particle effect all at different sizes and enable/disable them as
required so it appears as though the particle effect is increasing or
decreasing in size.

On Sep 5, 1:28 am, Conrad Xu <conrad...@gmail.com> wrote:

Conrad Xu

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Sep 8, 2011, 11:21:02 AM9/8/11
to benv24...@googlegroups.com
ok, im having trouble spawning the particle effects.

what im trying to do is attach the particle effect to a car. so that when the car moves forward after a certain velocity, the particle effect start to show.

problem is with the Effects:SpawnParticleEffect node. how do i assign my particle effect to this node? also, what do i do with the class and name in the Entity:Spawn?
what i did, was i have the node,

i have the velocity of the person, and after they reach a certain veloctiy, i made that the math:inrange would pass true so that it will activate the entity:spawn node. problem is, how do i let the entity:spawn node know what i want to spawn?

Conrad Xu

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Sep 8, 2011, 11:34:14 AM9/8/11
to benv24...@googlegroups.com
in the start of the level. how do you make the player start off in a car?

Jules Cromarty

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Sep 8, 2011, 7:51:13 PM9/8/11
to benv2423-2011
Not sure I'm understanding what you're doing with the spawning.
It seems you are talking about Effects:SpawnParticleEffect and
Entity:Spawn as if you are using both of them to spawn a particle
effect?
If you are spawning a particle effect all you need is the
Effects:SpawnParticleEffect node. In the Effect= line you need to have
the name of the particle effect. The quickest way to find the name of
a particle effect is to add the particular particle effect to your
level and copy the name from the 'ParticleEffect' section under it's
Entity Properties.
An example of the format to look for is
smoke_and_fire.Vehicle_fires.burning_jet
Use the whole line with the fullstops.
As for the Entity:Spawn node, I don't use it myself, instead I use the
Entity:SpawnArchetype. But regardless, the easiest way to find the
class and the name of an entity is to add it to your level and then
use the Entity:EntityInfo and some HUD messages to output the Class
and Name to the screen.


On Sep 9, 1:34 am, Conrad Xu <conrad...@gmail.com> wrote:
> in the start of the level. how do you make the player start off in a car?
>
>
>
>
>
>
>
> On Fri, Sep 9, 2011 at 1:21 AM, Conrad Xu <conrad...@gmail.com> wrote:
> > ok, im having trouble spawning the particle effects.
>
> > what im trying to do is attach the particle effect to a car. so that when
> > the car moves forward after a certain velocity, the particle effect start to
> > show.
>
> > problem is with the Effects:SpawnParticleEffect node. how do i assign my
> > particle effect to this node? also, what do i do with the class and name in
> > the Entity:Spawn?
> > what i did, was i have the node,
>
> > i have the velocity of the person, and after they reach a certain veloctiy,
> > i made that the math:inrange would pass true so that it will activate the
> > entity:spawn node. problem is, how do i let the entity:spawn node know what
> > i want to spawn?
>
> > On Mon, Sep 5, 2011 at 3:07 PM, Jules Cromarty <jules.croma...@gmail.com>wrote:
>
> >> The flowgraph nodes Entity:MaterialParam and Entity:Material are a
> >> good place to start to change the colours of objects. There are
> >> examples of how to use Entity:MaterialParam in Vinh and Russell's
> >> tutorials and a fair bit of information onwww.crymod.comif you

Conrad Xu

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Sep 9, 2011, 3:07:51 PM9/9/11
to benv24...@googlegroups.com
Thanks guys. i figured it all out.

Btw, when russel says machinima video. what does he mean? like could i get an example of what he wants? like and e.g. video from machinima or just the things i need to use. thanks
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