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That brings me to another point I wanted to mention. Second Life currently has a little bit of a problem keeping particle textures in memory or whatever and ready to be displayed on the effect. This makes short particle effects start off as grey rectangles before the particle texture loads and can be quite annoying for trying to make a short particle effect look nice because even after the texture is loaded once it might need to load again the next time it's used. There is a workaround for this for creators: the particle texture should be put onto a prim. For example, for my chain lightning staff I am working on I put a tiny cube inside the staff. The cube has all the particle textures I'm using and even though it's hidden by the rest of the staff the texture still loads and the particle effect never has any problem with showing grey blobs instead of lightning.
2 comments:
I use the Ninja HUD, and it's kind of annoying that the dust-on-landing effect uses particle textures at all. You have to fall twice before anyone sees you as landing in anything but swirilng brown rectangles. :-)
I love the HUD, just nitpick with the dust. That's me: Arguing with dust.
--Solo Mornington
I knew I forgot something in the last update. I'll include this in a minor update within the next week or so.
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