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 ?
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.
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 :)
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 ;)
I am using the Editor and the Assemblies from the Pro directory at http://igf.codeplex.com/releases/84689/download/357536The problem persists please take a look at the package.
Is this an automated build ?
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
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?
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 ?
Well, IGF already uses Mercury 4 ;)
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 ?
Look in the Particle Editor folder (under tools) and you'll find a Processor to add as a reference in your content projects.
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.
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.
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?
No you aren't. This is definitivelly something that should be resolved in the future.
I'll try to ease it someway.