Anyone ever used the simulate base "sim_spray" for anything? discovered it in the changelog but ive never seen it used anywhere... wonder if it has any fancy settings at all that might be useful?
/me would also like to know.
A new ODF toy would be fun. :)
Ooh yes.
aww i thought steeveeo of all people would know :P
Ahem...
:P Even I'm not sure what that is for.
doesn't even look like FE used/knew of it...
ooo there could be so much more that GSH isnt telling us :P
Only place I've seen it used is in ZTV.
It exists in the code. Reads no parameters. If it works for you, great. If not, pretend you didn't hear about it, and it's the same as before.
-- GSH
So essentially... it does... nothing?
ive always wondered what the difference between sim_chunk and sim_ember was. i was under the impression that sim_chunks would expire when they hit the ground but they dont, and seem therefore no different to sim_ember. strange it is.
It looks like it does stuff, according to the code. Just that it's not tuneable via ODFs.
-- GSH
Meaning, you cant even set the texture it uses??
I guess i will have to try and toy with it. I wonder if it has similarities to ember simulations...
The base parameters for a particle simulator (lifetime, startdelay, maxcount, simulatesoundeffect) are still read. There's nothing additional read for sim_spray. Looking at the code, it moves them around, bounces them off the ground. Also looking at the code, I think the only real difference between chunk & ember is that chunks can spin. Spray bounces off the ground slightly differently than ember.
-- GSH
Interesting... Could find a use for it. i will test.
I wonder if sim_spray relates to a realistic(ish) water bounce. Could prove useful for watery effects. I will looksee...