Special Effect: Difference between revisions
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Special Effects consist of particles, which are the actual visual elements as displayed in the [[3D Visualization]]. A Special Effect is a collection of one or more of such particles. Special Effects have a point location in the [[project area]]. | Special Effects consist of particles, which are the actual visual elements as displayed in the [[3D Visualization]]. A Special Effect is a collection of one or more of such particles. Special Effects have a point location in the [[project area]]. | ||
Some [[Function]]s provided by default by the {{software}}, have their own particles which automatically appear in the [[3D | Some [[Function]]s provided by default by the {{software}}, have their own particles which automatically appear in the [[3D Visualization]]. Examples include some types of windmills, chimneys, and some cows. | ||
==Particles== | ==Particles== |
Revision as of 12:12, 21 February 2023
Special Effects consist of particles, which are the actual visual elements as displayed in the 3D Visualization. A Special Effect is a collection of one or more of such particles. Special Effects have a point location in the project area.
Some Functions provided by default by the Tygron Platform, have their own particles which automatically appear in the 3D Visualization. Examples include some types of windmills, chimneys, and some cows.
Particles
All particles are wholy defined by their visual appearance. Some particles are static, and will always display the same way. Other particles can be affected by environmental factors, such as wind direction.
The following particles are available:
Name | Description | Environment |
---|---|---|
Chimney Smoke (Large) | A thick, near opaque smoke as from an uncontrolled fire. | Horizontal movement as if blown aside by wind direction. |
Chimney Smoke (Medium) | A some effect as from an oversized bonfire. | Horizontal movement as if blown aside by wind direction. |
Chimney Smoke (Small) | A smoke effect akin to a smoldering object on the ground. | Horizontal movement as if blown aside by wind direction. |
Explosion | A small, periodic, shooting flash. | |
Light (Red) | A flashing red light. | |
Light (Yellow) | A constant downward illumination, such as for a streetlight. | |
Oil Flames | A continuous fire effect with some smoke. | Horizontal movement as if blown aside by wind direction. |
Shockwave | Red concentric circles continuously emanating from a central point in a flashing fashion. |
Particles can have their own location, relative to the Special Effect they are a part of.
Notes
- The location of a particle relative to the Special Effect they are part of is considered an offset. This means that if the Special Effect is moved, the particle is moved along with it and will still be location on the same offset relative to the Special Effect's new location as it was to the old location.
- Although it is not possible to set a height for particles via the Editor, particles also have a height included in their coordinate, meaning they can also exist above or below ground.
- More particle effects exist, but are not accessible via the Editor. This is intentional, as the inaccessible particles are only intended for use with a number of default Functions.