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particle rope question


BadEddy
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Particles are produced by the viewer so everyone sees them a bit different. someone who has a less powerful computer/graphics card is going to have more lag and so is less likely to see a nice joined up rope.

Having said that there is nothing to stop you fiddling around with it to improve it.

There are a couple of different ways of making ropes or chains. The old way you shoot out your particles from some sort of hand grip and have the target set to a collar (or something), then you add PSYS_PART_FOLLOW_VELOCITY_MASK to the flags to get the texture pointing to the target. The values that you might fiddle with are:

PSYS_SRC_MAX_AGE
PSYS_SRC_BURST_RATE
PSYS_SRC_BURST_PART_COUNT

Then there is the newfangled way of doing it which is using PSYS_PART_RIBBON_MASK. This may seem to be the answer to your dreams because it is designed to do what you want but I have found that it doesn't always look better. There is a bit of an article here which gives an example: http://liftedpixel.net/blog/posts/ribbon-particles-in-opencollar

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