Darker world

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Darker world

Post by Azel »

Stop lying to me, minmay! 8-)

We can define our own components so I'm sure we could get it to work. But I think your point is that it would be bad design to shove Particle properties in to a Component, when instead we should define a Particle System separately, and attach it to a Component. In which case, the frame and color properties would never reside inside an actual Component (hence your "this is unrelated" comment).

I'm too lazy to check now, but I could have sworn I ran in to some Components (true Components, not Particles), that have the color property at the very least.
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: Darker world

Post by minmay »

Again, that property is completely unrelated to the color0, color1, color2, color3 properties on particle emitters. The particle emitter color properties are arrays of values that multiply the red, green, and blue pixel values in the image. The color property on LightComponent is a vector that determines, well, the color of the light that it emits. They're not even the same type (raw table versus vector, and yes, the difference matters).

I suppose the color fields on FogParticlesComponent have a similar effect to the ones on particle emitters, since FogParticlesComponent is an alternate way to construct particle emitters. It still uses vectors instead of plain tables though. And FogParticlesComponent is irrelevant here, anyway.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Post Reply