Open Source Platform
for interconnected virtual worlds

Using OGRE Particle Systems

From RexWiki

How to add a sample particle script to a prim

NOTE: Functionality currently different / missing in Naali

  1. In realXtend viewer, select File menu -> Upload Particle Script. From the example_assets directory of the viewer, choose fire_small.particle. Name it for example "Fire" and press Upload.
  2. Note that the Fire particle script appears in your inventory in the "Particle Scripts" folder.
  3. Create a prim, for example a simple box is fine.
  4. Edit the created object, and from the reX subpanel of the object editing window, check the box "Extended properties".
  5. Drag & drop the particle script from your inventory to the particle Script Name combo-box. The effect should enable itself; you should see a fire effect on the prim. Note that this example script uses the inbuilt Flare material in the viewer's Media directory; no textures need to be uploaded to the world.
  6. When you want to disable the particle effect, you can either uncheck the "Enable" checkbox, or select None for the Particle Script Name.

Things to note about particle scripts

  • If multiple particle systems are defined in the script, they all will be enabled at once in the object
  • The ColourImage affector cannot be used
  • In addition to clientside inbuilt materials, one can use world textures in particle scripts. To do so, copy the texture's UUID by right-clicking it in your inventory and select "Copy asset UUID"; then paste it to the particle script into the material definition.
  • Furthermore, the UUID can be followed by a modifier (separate it with a space)
  fb fullbright, sets lighting to maximum even at nighttime
  add additive blending
  addnodepth additive blending with depth-checking disabled
  salpha solid alpha (alpha reject mode instead of blending)
  fbadd fullbright additive blending
  fbaddnodepth fullbright additive blending with depth-checking disabled
  fbsalpha fullbright solid alpha
  ts two sided (makes the particles two sided, useful for non-point particles)
  fbts fullbright two sided
  • For example, the line material 00000000-0000-1111-9999-000000000005 fb would use the default Hardwood texture of Opensim in fullbright mode.