
Thanks for sharing this.
You need to redefine the particles for your needs.chaoscommencer wrote:.. but I got a little bit of a visual glitch, and I'm wondering if you have the same thing or maybe have found a solution for it... The particles from the sx_flooded (only the sx_flooded, not the ..._waterfall nor the ..._spray) bleed out through the walls and into other rooms,
Code: Select all
defineParticleSystem {
name = "waterflow",
emitters = {
{ --river flow
emissionRate = 400,
emissionTime = 0,
spawnBurst = false,
maxParticles = 450,
boxMin = {-1.3,0,-1.3},
boxMax = {1.3,0.0975,1.3},
objectSpace = true,
sprayAngle = {-30,30},
velocity = {0,0},
texture = "assets/textures/particles/glitter_silver.tga",
lifetime = {3, 10},
colorAnimation = false,
color0 = {0.70, 0.70, 0.85},
opacity = 0.7,
fadeIn = 0.4,
fadeOut = 2.5,
size = {0.0325, 0.075},
gravity = {0,-0.2,2},
airResistance = 1,
rotationSpeed = 8,
blendMode = "Additive",
},
{ --wallspray to right of facing
emissionRate = 200,
emissionTime = 0,
spawnBurst = false,
maxParticles = 275,
boxMin = {1.25, 0.0675, 1.08},
boxMax = {1.35, 0.0975, 1.24},
objectSpace = true,
sprayAngle = {15, 90},
velocity = {0.3,3},
texture = "assets/textures/particles/glitter_silver.tga",
lifetime = {0.13, 0.25},
colorAnimation = false,
color0 = {1, 1, 1},
opacity = 1,
fadeIn = 0,
fadeOut = 0,
size = {0.075, 0.125},
gravity = {0, 0, 0},
airResistance = 1,
rotationSpeed = 8,
blendMode = "Additive",
},
{ --wallspray to left of facing
emissionRate = 200,
emissionTime = 0,
spawnBurst = false,
maxParticles = 275,
boxMin = {-1.35, 0.0675, 1.08},
boxMax = {-1.25, 0.0975, 1.24},
objectSpace = true,
sprayAngle = {15, 90},
velocity = {0.3,3},
texture = "assets/textures/particles/glitter_silver.tga",
lifetime = {0.13, 0.25},
colorAnimation = false,
color0 = {1, 1, 1},
opacity = 1,
fadeIn = 0,
fadeOut = 0,
size = {0.075, 0.125},
gravity = {0, 0, 0},
airResistance = 1,
rotationSpeed = 8,
blendMode = "Additive",
}
}
}