Phase jump interrupting charge SFX + particles not appearing

So, I've gone and created a handful of exotic chargeup effects and accompanying sounds ranging from 6sec to 12sec.

The title pretty much says it all. When the ship actually initiates jump, the charge sound is stopped. This is really, really bad because I need that sound to keep playing for the rest of the animation! But I have a feeling that this isn't possible to fix. Unless you disable the travel SFX? I'm going to try that but I'm not holding much hope. At least the exit animation/sound sets seem to be working just fine.

Also, there's these glowy bits that form behind the ship and collect into the front to form the warp portal. Problem: the glowy bits aren't showing up in the game no matter what I do. Is there a limit on how many Affectors an individual particle can use? The glowy bits are using 4... and unfortunately I need all 4 to achieve this effect.

Well, a screenshot will show what I mean better. The glowy bits = the balls.

http://img237.imageshack.us/img237/6366/glowybits.jpg

Okay I have absolutely no idea why the image breaks... So I'll just linkify it.

4,795 views 7 replies
Reply #1 Top

So... any ideas? I can live with the sound bug, but the non-appearing particles is happening with several of my emitters, and I have no idea why. I suspect there's some setting or something the editor thinks is fine but the game doesn't like.

Come on, help a brother out. I'll show you something shiny in return...

http://www.youtube.com/watch?v=WaDgu0vDWqc

Reply #2 Top

As a semi-experienced user of Particle forge I honestly don't have any ideas on what could be wrong. In terms on how many affectors per Emmiter I'm not sure about that either. Sorry I'm not much help. I do have one question is the Texture your using for the Glowy bits in the Textures folder for the Mod your using it on? I'll see if i can't think of anything else. Best of Luck to you.

Reply #3 Top

Yeah, it's using... beamblast-core or something like that.

 

Hmm. I'll have to make certain those are actually in the game directory.

/e

Yes, beamblast-core is a part of the first game. Ho hum.

Reply #4 Top

Hmm since the first post doesn't make much sence/is a little confusing:

Are your problem that...

the sfx doesn't show up when the entity starts charging and is this only from certain camera perspectives?

the sfx disapears when the entity starts traveling/finished charging (note that you cand define how long the charging will take and doesn't have anything to do with the sfx used)?

 

Reply #5 Top

Yes, I defined the charge to take, say, 6 seconds. The sound effect and the particle effect are both 10 seconds in length. At 6 second mark in the sound effect, there is a soundly crackle/thump for when the ship is supposed to enter hyperspace. However, the sound effect is cut off and stops playing when the ship jumps, but the particle effect continues.

Reply #6 Top

Maybe setting the Particles to a duration and then they shut off, Only problem is that that would make a phase jump that is disrupted not look right cause it would fade after however many seconds even though it would still be charging. Another thing a wild guess here but do you have particle forge insalled correctly (all contents except pipeline effect in sins directory).

Reply #7 Top

Yes. Everything is installed correctly. The particles have a duration, the overall particle life itself is 10 seconds (the particles have faded by then).