IFG particles and Scene Types

rated by 0 users
This post has 15 Replies | 4 Followers

Top 150 Contributor
Posts 25
SunBurn_Community_Licensee
ShadowCode Posted: 04-27-2012 8:44 AM

I am looking for a easy way to add particles from IGF(Mercury) to the SunBurn editor functionality

In the videos on IGF website I cant find any technical information and i dont know if IGF have classes inheriting from SceneEntity for this or do we have to create one ourselves ?

In what namespace is the editor looking for these classes to load them at runtime ?

Top 10 Contributor
Posts 1,289
SunBurn_Community_Licensee
SunBurn_Contributor
SunBurn_Pro_Licensee

Hi ShadowCode,

It's actually quite simple to get Particle systems in the SunBurn editor using IGF:

First, you need to create an instance of a ParticleSystem class and either create your own ParticleEffect instance from code or load one using the Content project. Then add it to the ParticleSystemManager instance.

When running your SunBurn project, once you get the editor ready, simply drag & drop in the scene a ParticleTrigger instance from the Content panel and in the Index value, select a value for the Index property depending on the number of ParticleSystems you added to the ParticleSystemManager.

And now, you should be able to see the Particle system right where you placed the ParticleTrigger.

Top 150 Contributor
Posts 25
SunBurn_Community_Licensee

Tnx for the reply Philippe,

Yes every thing seems straightforward but i encountered a problem last night, the serelization of ParticleEffect in the Mercury Editor is not the same as in the 0.9.2.0 IGF assemblies, there is a difference in the order and in the properties in general. I am trying to rebuild the editor and IGF to use the same version of ProjectMercury.Emitters.SphereEmitter, have this in mind when building the next redistributable binaries, otherwise tnx for the great framework we realy apritiate what you are doing :)

 

Top 10 Contributor
Posts 1,289
SunBurn_Community_Licensee
SunBurn_Contributor
SunBurn_Pro_Licensee

Hi ShadowCode,

Hmm, that's strange... Are you actually using the Particle Systems Editor that is available in the Tools directory either on Indie or Pro folder (depending on your edition) ?
This is a customized Mercury editor so that it works right off the box with IGF ;)

Top 150 Contributor
Posts 25
SunBurn_Community_Licensee

I am using the Editor and the Assemblies from the Pro directory at  http://igf.codeplex.com/releases/84689/download/357536
The problem persists please take a look at the package.

Is this an automated build ?

Top 150 Contributor
Posts 25
SunBurn_Community_Licensee

My mistake I used the project assemblies in the content project not the content pipline ones, I have a small question :D

XNA Framework Reach profile does not support VertexElement format HalfVector2.

Is the Mercury Engine runing on Reach profile ? I am targeting WP7

Top 500 Contributor
Posts 11
SunBurn_Pro_Licensee

I'm having trouble getting particles in the engine. I'm trying to create the particle system manager but I get a nullreference exception.  Any Idea?

Top 150 Contributor
Posts 25
SunBurn_Community_Licensee

You have to Initialize IGF Application class properly you cant just use the ParticleSystemManager with the normal Microsoft.Xna.Game class,

Any info on whan Mercury 4 is going to be ported to IGF ?

Top 10 Contributor
Posts 1,289
SunBurn_Community_Licensee
SunBurn_Contributor
SunBurn_Pro_Licensee

Well, IGF already uses Mercury 4 ;)

Top 150 Contributor
Posts 25
SunBurn_Community_Licensee

I am having trobble loading the ParticleEffect, when i create a new ParticleSystem using the constructor with the path to the content and call LoadContent(null, Content) I get the same problem that I am getting when trying to load ParticleEffect with Content.Load<>

Cennot open file.

I am building the .xml file using the standart XML - Content serializer and no content processor, As I dident find any custom importers of processors in the assemblies. Can you assist on this matter ?

Top 10 Contributor
Posts 1,289
SunBurn_Community_Licensee
SunBurn_Contributor
SunBurn_Pro_Licensee

Look in the Particle Editor folder (under tools) and you'll find a Processor to add as a reference in your content projects. 

Top 150 Contributor
Posts 25
SunBurn_Community_Licensee

I am adding \Tools\Particle Systems Editor\ProjectMercury.ContentPipeline.dll to the Content Project and building the .xml file using 

Content Importer: XML Content - XNA Framework

Content Processor: No processing required

When I try to laod the .xnb file i get

var particleSystem = new ParticleSystem("\\Particles\\BasicFireball");
particleSystem.LoadContent(null, Content); 

 Error loading "\Particles\BasicFireball". Cannot open file.

 

I dont see any content processors in the assemblies.

Top 10 Contributor
Posts 1,289
SunBurn_Community_Licensee
SunBurn_Contributor
SunBurn_Pro_Licensee

This error means the path couldn't be found. Make sure the path is correct relative to the Content project folder you set in your content project.

Top 75 Contributor
Posts 68
SunBurn_Community_Licensee

Guys,

I am using the SunBurn's Plugin Manager (and perhaps this post should come under a different thread, but it's directly related). Selecting Indiefreaks.Game.Mercury does not automatically add the Mercury's content pipeline to the Content Project and creates a bit of confusion. In fact Project.Mercury.ContentPipeline is not packaged with the IGF plugin.

So the only way I can get that in, it seems is downloading IGF binaries separately  and adding references manually.

Am I missing something?

Top 10 Contributor
Posts 1,289
SunBurn_Community_Licensee
SunBurn_Contributor
SunBurn_Pro_Licensee

No you aren't. This is definitivelly something that should be resolved in the future.

I'll try to ease it someway.

Page 1 of 2 (16 items) 1 2 Next > | RSS