Everything you need to use it is here:
UPDATE: Pushed out an update with a few changes. Sourceforge cooperated. yay.
https://sourceforge.net/projects/tonegodemitter/files/
- Download both tonegod.gui.jar and tonegod.emitter.jar
- Download and unzip the EmitterVS.rar file into your jMonkeyProjects folder
- Open the EmitterBuilder project in the SDK and the IDE should prompt you to resolve two missing dependencies. (See the post below from @sgold if you have any issues with this step)
- Point these to the downloaded jars, run the project and you’re off
NOTES:
To access the options menu, press the ESC key, press it again to hide the options menu
There is a test project available in the saved projects folder. To acces this:
** Open the Options menu (ESC Key)
** Click Load Project
** Select TestProject.xml and click the Load button
** Open the options menu again and click Script Editor
** Move the window up and out of your way, then click Run Scripts
After that, create a new project and see what you think.
You can add any meshes, textures, etc you want to work with into the assets directories, just remember to restart the Builder so you have access to them I’ll likely change the way this works to build selectable lists of assets, I just didn’t have time to do this yet.
The Emitter Overview Pane:
S = Emitter & Shape Properties Pane.
P = Particle & ParticleShape Properties Pane
I = Influencers Overview Pane
X = Remove Emitter
The rest of the app is more verbose than this, and should be easier to understand.
DISCLAIMER:
This is still a work in progress, though I need to start getting real feedback on how it would work for you, what you would like to see, etc, etc. There are a few key features that are not finished yet… these are:
** Code Output is incomplete - though it is far enough along to give you a really good idea of how to use the particle system via code.
** Particles Mesh Shapes only support Quad, JME Primitives and Impostor through the builder atm. Animated Mesh As Template will be added to the builder soon as will Point-based.
** You can not configure the test scene… it is what it is for now, but gives you something to test both AlphaAdditive blending & Particle Physics
** The scripting engine only allows for 2 types of scripts for now… eventually, I’ll extend it to allow for influencer manipulation, etc, etc
** Though, the options menu shows you can configure the test scene, this is not implemented yet.
FINAL NOTES:
There are likely many bugs in the builder I have not seen yet… so… Feedback! I’m interested in getting thoughts, ideas, critiques, etc after you have had a chance to play around with it.