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!
- Open Delta Worlds to access the particles to translate in an AW environment.
- Find the same particle emitter triangle in Virtual Paradise.
- Right-click on the particle and duplicate it. Don’t deselect it.
- Use the “Object Type” drop-down box to change the object type to Particle Emitter. You may now deselect the object.
- 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.
- 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
- For draw order issues
- 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.
- 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.