WorldBuilding/ParticleEditor/Vehicles
From TDN
Overview
You have created your vehicle, but you want to spice it up with some particles? And rightly so! Torque makes good use of particles through various node setups, which should be exported once you have your vehicle ready. Following the instructions below you will find out how to link particles to these nodes and make use of them in game.
Requirements
You need to prepare some assets for this guide. The first and foremost is your vehicle; which could be anything you like as long as it conforms to the vehicle requirements for Torque. You need to make sure you export your vehicle with the following nodes:
Smoke_node0,1,2,etc: These are 'smoke emitters' for when the vehicle is damaged.
Contrail0,1,2,etc: These are nodes to emit 'contrail' particles from, for flying vehicles.
Full information about the nodes and requirements for vehicle datablocks and be found in the DTS Scripting Guide.
Setup
The full use of particles for vehicles differ slightly from vehicle to vehicle type, here's a short list:
General Vehicle DataBlock
splashEmitter[1] = "SplashEmiter01"; splashEmitter[2] = "SplashEmiter02"; //etc... dustEmitter = ; // This emitter is used for the contact point between the vehicle and terrain, creating dust from the friction. This is also further defined through triggerDustHeight and dustHeight. damageEmitterOffset[1] = ""; // numDmgEmitterAreas = "5"; // # of Areas of the car that can display damage. damageEmitter = CarDamageEmitter; // The emiter used for the damage that will appear on the car.
Wheeled Vehicle DataBlock
tireEmitter = TireEmitter; // All the tires use the same dust emitter.
Flying Vehicle DataBlock
forwardJetEmitter = ; // All the following are used for the Jet Emittions, these are pretty self explanatory. backwardJetEmitter = ; downJetEmitter = ; trailEmitter = ;
Hover Vehicle DataBlock
dustTrailEmitter = ;



