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How do I Reduce Smoke Opacity (smoke particles)


Luxz Blessed
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i tried playing with the   Start alpha (transparency) End alpha (transparency) value  by  going up and down with numbers

but i never saw a change in the particles  after saving the script each time i changed it.

 

am i changing the wrong thing?

 

thanks



// Particle Script 0.3
// Created by Ama Omega
// 10-10-2003

// Mask Flags - set to TRUE to enable
integer glow = TRUE;            // Make the particles glow
integer bounce = FALSE;          // Make particles bounce on Z plan of object
integer interpColor = TRUE;     // Go from start to end color
integer interpSize = TRUE;      // Go from start to end size
integer wind = FALSE;           // Particles effected by wind
integer followSource = FALSE;    // Particles follow the source
integer followVel = TRUE;       // Particles turn to velocity direction

// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_ANGLE;

// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner 
//    and "self" will target this object
//    or put the key of an object for particles to go to
key target = "";

// Particle paramaters
float age = 20.0;                  // Life of each particle
float maxSpeed = 0.02;            // Max speed each particle is spit out at
float minSpeed = 0.02;            // Min speed each particle is spit out at
string texture;                 // Texture used for particles, default used if blank
float startAlpha = 1;           // Start alpha (transparency) value
float endAlpha = 0;           // End alpha (transparency) value
vector startColor = <0.6,0.6,0.6>;    // Start color of particles <R,G,B>
vector endColor = <0.6,0.6,0.6>;      // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <0.1,0.2,0.1>;     // Start size of particles 
vector endSize = <0.3,0.5,0.3>;       // End size of particles (if interpSize == TRUE)
vector push = <0,0,0>;          // Force pushed on particles


// System paramaters
float rate = 0.02;            // How fast (rate) to emit particles
float radius = 0.03;          // Radius to emit particles for BURST pattern
integer count = 1;        // How many particles to emit per BURST 
float outerAngle = 3;    // Outer angle for all ANGLE patterns
float innerAngle = 0.9;    // Inner angle for all ANGLE patterns
float beginAngle = 0;    // Angle Begin for all ANGLE patterns
float endAngle = PI;    //Angle End for all ANGLE patterns

vector omega = <0,0,0>;    // Rotation of ANGLE patterns around the source
float life = 0;             // Life in seconds for the system to make particles

// Script variables
integer flags;

updateParticles()
{
    flags = 0;
    if (target == "owner") target = llGetOwner();
    if (target == "self") target = llGetKey();
    if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
    if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
    if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
    if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
    if (wind) flags = flags | PSYS_PART_WIND_MASK;
    if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
    if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
    if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;

    llParticleSystem([  PSYS_PART_MAX_AGE,age,
                        PSYS_PART_FLAGS,flags,
                        PSYS_PART_START_COLOR, startColor,
                        PSYS_PART_END_COLOR, endColor,
                        PSYS_PART_START_SCALE,startSize,
                        PSYS_PART_END_SCALE,endSize, 
                        PSYS_SRC_PATTERN, pattern,
                        PSYS_SRC_BURST_RATE,rate,
                        PSYS_SRC_ACCEL, push,
                        PSYS_SRC_BURST_PART_COUNT,count,
                        PSYS_SRC_BURST_RADIUS,radius,
                        PSYS_SRC_BURST_SPEED_MIN,minSpeed,
                        PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
                        PSYS_SRC_TARGET_KEY,target,
                        PSYS_SRC_INNERANGLE,innerAngle, 
                        PSYS_SRC_OUTERANGLE,outerAngle,
                        PSYS_SRC_ANGLE_BEGIN,beginAngle, 
                        PSYS_SRC_ANGLE_END,endAngle, 
                        PSYS_SRC_OMEGA, omega,
                        PSYS_SRC_MAX_AGE, life,
                        PSYS_SRC_TEXTURE, texture,
                        PSYS_PART_START_ALPHA, startAlpha,
                        PSYS_PART_END_ALPHA, endAlpha
                            ]);
}

integer channel = 22;

default
{
    state_entry()
    {
        updateParticles();
        llListen(channel, "", llGetOwner(), "");
    }

    listen(integer channel, string name, key id, string message)
    {
        if (message == "smoke hide")
        {
            llSetLinkAlpha( LINK_SET, 0, ALL_SIDES );
            llInstantMessage( llGetOwner(), "Smokey Feet hidden." );
                } else if (message == "smoke show") {
            llSetLinkAlpha( LINK_SET, 1, ALL_SIDES );
            llInstantMessage( llGetOwner(), "Smokey Feet shown." );
        }
    }
}

 

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float startAlpha = 0.1; . . . the numbers start from 0.01 and go up to 1, to make it lower use 0.01 or 0.3 or 0.75 or anything like that.

I forgot to add you may want to end alpha = 0, (with zero) in cases where you are making smoke. This way it fades away at the end and disappears nicely instead of just stopping suddenly.

 

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