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How to Translate AW Particles to Virtual Paradise Particles
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How to Translate AW Particles to Virtual Paradise Particles

These are basic instructions for translating AW particles to VP particles. This is a straightforward and simple process, with exact procedures outlined in Step 6 for dealing with different types of particles.

There are seven steps, so please scroll all the way to the bottom!

  1. Open Delta Worlds to access the particles to translate in an AW environment.
  2. Find the same particle emitter triangle in Virtual Paradise.
  3. Right-click on the particle and duplicate it. Don’t deselect it.
  4. Use the “Object Type” drop-down box to change the object type to Particle Emitter. You may now deselect the object.
  5. Delete the original particle object from VP and place the new particle emitter in its former location.

NOTE: If the particle draws underneath another object and it’s not supposed to, move the emitter slightly closer to you – VP emitters respect z-layering.

  1. Copy all of the values from the AW/Delta Worlds particle emitter to the VP particle emitter, keeping in mind the special cases below.
  • Here are some rules to keep in mind.
    • Divide all distance measurements by 10. VP uses a different scale than AW.
    • “Release Time” acts differently in VP...
    • “Release Time” has a capped lower limit of 25 ms.
    • “Release Count” has an upper limit of 32.

NOTE: If you’re duplicating particles in a cell known to max out ‘Ultra’ cell space in AW (~300 objects), you should offset them into a different cell.

  • Particles covering large areas may disappear when turning away.
  • Don’t go over the estimated “Ultra” cell limit.
  • “Normal” blending mode acts differently in VP.

Special Cases

  • For particles that use more than one texture/mask combo
    • Create a particle emitter using one texture/mask combo.
    • To compensate:
      • a) Divide the Release Count
      • b) Multiply the Release Time
    • Duplicate and repeat as needed.

NOTE: If duplicating particles in an Ultra-maxed cell, you must offset them.

  • For “Bright” and “Glow” particles
    • Change Blending type to Additive.
  • For particles with gravity
    • Subtract 1 from both Acceleration Y values.
  • For particles with custom colors
    • Copy RGB values only.
  • For draw order issues
    • Restart browser first.
  • For particles that draw behind masks
    • Choose “Draw behind transparencies”.
  • Static particles
    • Emitter Lifespan must be > 0.
    • Particle Lifespan must be 99999999 ms.

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NOTE: If a static particle draws a black square, set blend mode to Additive.

  • Flat Panel particles
    • Select Double-sided Flat Panel if needed.
  • Interactive / tagged / timed particles
    • All objects must be under the same user name.
  • Model particles
    • No equivalent type in VP.
    • Recreate using 3D models or wait for update.
  • Offset particles due to cell limits
    • You may “un-offset” them cautiously.

NOTE: Never move particles into an Ultra-maxed cell.

  1. Finally, compare the particle in VP to the particle in AW/DW. Adjust values so it looks and behaves as closely as possible to the AW version.
Page last modified on March 03, 2026, at 05:11 AM
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