there's also one that lets you create a "raw" (totally unconfigured) particle, and one that lets you create a totally unconfigured particle if a certain position is on screen (or near enough), which might be useful for some low-level options.
Uh yeah you can tweak gravity per particle already. Check out the available fields in objects.txt and hmu if you need any of them explained (some of them are weird as heck).
Check out the TR code for examples of emitter particles too (smoke trails).
Oh wow XD, I don't think I have ever looked in that file :P thanks. Hmm that's looking heaps better now, I wonder why I never got it working before.. ohwell
Nope, there's no in-engine way to edit textures - you CAN just do the recolouring yourself though, the old fashioned way, and then spawn the right particle or change to the right texture based on team number.
I'd like to add the ability to edit textures so people could make their own "team recolour" system and so the skin colour system could be implemented in scripts, but currently all of that is "very ugly" and I don't want to undertake days of work for something that has a fairly obvious workaround.
You could make an external texture recolouring script (for example, there's a few half-decent png modules for node.js) to ease the workload of recolouring any sprite edits made.
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