<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>mpe Forum Rss Feed</title><link>http://www.codeplex.com/Project/ListForums.aspx?ProjectName=mpe</link><description>mpe Forum Rss Description</description><item><title>New Post: Mercury Particle Engine 3.1 for XNA 4.0 Source available?</title><link>http://mpe.codeplex.com/discussions/435784</link><description>&lt;div style="line-height: normal;"&gt;Removed.&lt;br /&gt;
&lt;/div&gt;</description><author>mhdsrcg</author><pubDate>Tue, 07 May 2013 06:22:49 GMT</pubDate><guid isPermaLink="false">New Post: Mercury Particle Engine 3.1 for XNA 4.0 Source available? 20130507062249A</guid></item><item><title>New Post: Mercury Particle Engine 3.1 for XNA 4.0 Source available?</title><link>http://mpe.codeplex.com/discussions/435784</link><description>&lt;div style="line-height: normal;"&gt;Same question. Looks like all the source history was wiped out... is there a way to get the source for Mercury 3.1 on xna 4? I have a game that previously worked with this version of Mercury that I would like to port to Monogame.&lt;br /&gt;
&lt;/div&gt;</description><author>codeimpossible</author><pubDate>Mon, 15 Apr 2013 12:43:18 GMT</pubDate><guid isPermaLink="false">New Post: Mercury Particle Engine 3.1 for XNA 4.0 Source available? 20130415124318P</guid></item><item><title>New Post: Transformation problem</title><link>http://mpe.codeplex.com/discussions/435770</link><description>&lt;div style="line-height: normal;"&gt;double post&lt;br /&gt;
&lt;/div&gt;</description><author>skrillcosby</author><pubDate>Mon, 11 Mar 2013 20:33:58 GMT</pubDate><guid isPermaLink="false">New Post: Transformation problem 20130311083358P</guid></item><item><title>New Post: Transformation problem</title><link>http://mpe.codeplex.com/discussions/435770</link><description>&lt;div style="line-height: normal;"&gt;Ok!  I bring some kind of good news.  I used a .DLL decompiler (&lt;a href="http://www.telerik.com/products/decompiler.aspx" rel="nofollow"&gt;http://www.telerik.com/products/decompiler.aspx&lt;/a&gt;) to look at the ProjectMercury DLLs directly.  After some snooping I found the bug that others have hinted at in older posts.  Namely that when using the spriteBatchRenderer, the camera transform matrix is not applied when using the RenderEffect(effect, ref viewMatrix) method. &lt;br /&gt;
&lt;br /&gt;
So it's a very simple fix, but you'd have to edit the DLL itself and recompile, which is risky.  I thought I would be clever and simply create a new SpriteBatchRenderer class that inherits from the one in the DLL, and then just override the method with the bug.  But unfortunately the class is sealed, so no dice there.&lt;br /&gt;
&lt;br /&gt;
So I ended up doing some pretty bootleg fix, but I have it tested and it's working!  Basically, you just have to create a new class (I called mine SpriteBatchRenderer2), and inherit from the Renderer class in Project Mercury.  I copied the code from the original SpriteBatchRenderer class and simply deleted the methods that I'm not going to use.  Then you can fix the issue, and just instantiate your spritebatchrenderer using your new class.  Here's a quick copy+paste of the corrected code.&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;public sealed class SpriteBatchRenderer2 : Renderer
    {
        private SpriteBatch Batch;

        private BlendState NonPremultipliedAdditive
        {
            get;
            set;
        }

        public SpriteBatchRenderer2()
        {
        }

        protected override void Dispose(bool disposing)
        {
            bool batch = !disposing;
            if (!batch)
            {
                batch = this.Batch == null;
                if (!batch)
                {
                    this.Batch.Dispose();
                }
            }
            base.Dispose(disposing);
        }

        private BlendState GetBlendState(EmitterBlendMode emitterBlendMode)
        {
            BlendState nonPremultiplied;
            EmitterBlendMode emitterBlendMode1 = emitterBlendMode;
            switch (emitterBlendMode1)
            {
                case EmitterBlendMode.Alpha:
                {
                    nonPremultiplied = BlendState.NonPremultiplied;
                    break;
                }
                case EmitterBlendMode.Add:
                {
                    nonPremultiplied = this.NonPremultipliedAdditive;
                    break;
                }
                default:
                {
                    throw new Exception();
                }
            }
            return nonPremultiplied;
        }

        public override void LoadContent(ContentManager content)
        {
            Guard.IsTrue(this.GraphicsDeviceService == null, &amp;quot;GraphicsDeviceService property has not been initialised with a valid value.&amp;quot;);
            bool batch = this.Batch != null;
            if (!batch)
            {
                this.Batch = new SpriteBatch(this.GraphicsDeviceService.GraphicsDevice);
            }
            batch = this.NonPremultipliedAdditive != null;
            if (!batch)
            {
                BlendState blendState = new BlendState();
                blendState.AlphaBlendFunction = BlendFunction.Add;
                blendState.AlphaDestinationBlend = Blend.One;
                blendState.AlphaSourceBlend = Blend.SourceAlpha;
                blendState.ColorBlendFunction = BlendFunction.Add;
                blendState.ColorDestinationBlend = Blend.One;
                blendState.ColorSourceBlend = Blend.SourceAlpha;
                this.NonPremultipliedAdditive = blendState;
            }
        }

        public override void RenderEmitter(Emitter emitter, ref Matrix transform)
        {
            bool flag;
            Guard.ArgumentNull(&amp;quot;emitter&amp;quot;, emitter);
            Guard.IsTrue(this.Batch == null, &amp;quot;SpriteBatchRenderer is not ready! Did you forget to LoadContent?&amp;quot;);
            flag = (emitter.ParticleTexture == null ? true : emitter.ActiveParticlesCount &amp;lt;= 0);
            bool blendMode = flag;
            if (!blendMode)
            {
                blendMode = emitter.BlendMode != EmitterBlendMode.None;
                if (blendMode)
                {
                    Rectangle rectangle = new Rectangle(0, 0, emitter.ParticleTexture.Width, emitter.ParticleTexture.Height);
                    Vector2 vector2 = new Vector2((float)rectangle.Width / 2f, (float)rectangle.Height / 2f);
                    BlendState blendState = this.GetBlendState(emitter.BlendMode);
                    this.Batch.Begin(SpriteSortMode.Deferred, blendState, null, null, null, null, transform);
                    int num = 0;
                    while (true)
                    {
                        blendMode = num &amp;lt; emitter.ActiveParticlesCount;
                        if (!blendMode)
                        {
                            break;
                        }
                        Particle particles = emitter.Particles[num];
                        float scale = particles.Scale / (float)emitter.ParticleTexture.Width;
                        this.Batch.Draw(emitter.ParticleTexture, particles.Position, new Rectangle?(rectangle), new Color(particles.Colour), particles.Rotation, vector2, scale, SpriteEffects.None, 0f);
                        num++;
                    }
                    this.Batch.End();
                }
            }
        }
    }&lt;/code&gt;&lt;/pre&gt;

You'll also need to add the code for the Guard.cs class, because it's internal to the DLL.  Alternatively you could just delete all the Guard checks, but that's riskier.  Here's another quick copy + paste for that.&lt;br /&gt;
&lt;pre&gt;&lt;code&gt; internal static class Guard
    {
         [Conditional(&amp;quot;DEBUG&amp;quot;)]
        public static void ArgumentGreaterThan&amp;lt;T&amp;gt;(string parameter, T argument, T threshold)
        where T : IComparable&amp;lt;T&amp;gt;
        {
            bool flag = argument.CompareTo(threshold) &amp;lt;= 0;
            if (flag)
            {
                return;
            }
            else
            {
                throw new ArgumentOutOfRangeException(parameter);
            }
        }

        [Conditional(&amp;quot;DEBUG&amp;quot;)]
        public static void ArgumentLessThan&amp;lt;T&amp;gt;(string parameter, T argument, T threshold)
        where T : IComparable&amp;lt;T&amp;gt;
        {
            bool flag = argument.CompareTo(threshold) &amp;gt;= 0;
            if (flag)
            {
                return;
            }
            else
            {
                throw new ArgumentOutOfRangeException(parameter);
            }
        }

        [Conditional(&amp;quot;DEBUG&amp;quot;)]
        public static void ArgumentNotFinite(string parameter, float argument)
        {
            bool flag;
            flag = (float.IsNaN(argument) || float.IsNegativeInfinity(argument) ? false : !float.IsPositiveInfinity(argument));
            bool flag1 = flag;
            if (flag1)
            {
                return;
            }
            else
            {
                throw new NotFiniteNumberException((double)argument);
            }
        }

        [Conditional(&amp;quot;DEBUG&amp;quot;)]
        public static void ArgumentNull(string parameter, object argument)
        {
            bool flag = argument != null;
            if (flag)
            {
                return;
            }
            else
            {
                throw new ArgumentNullException(parameter);
            }
        }

        [Conditional(&amp;quot;DEBUG&amp;quot;)]
        public static void ArgumentNullOrEmpty(string parameter, string argument)
        {
            bool flag = !string.IsNullOrEmpty(argument);
            if (flag)
            {
                return;
            }
            else
            {
                throw new ArgumentNullException(parameter);
            }
        }

        [Conditional(&amp;quot;DEBUG&amp;quot;)]
        public static void ArgumentOutOfRange&amp;lt;T&amp;gt;(string parameter, T argument, T min, T max)
        where T : IComparable&amp;lt;T&amp;gt;
        {
            bool flag;
            flag = (argument.CompareTo(min) &amp;lt; 0 ? false : argument.CompareTo(max) &amp;lt;= 0);
            bool flag1 = flag;
            if (flag1)
            {
                return;
            }
            else
            {
                throw new ArgumentOutOfRangeException(parameter);
            }
        }

        [Conditional(&amp;quot;DEBUG&amp;quot;)]
        public static void IsFalse(bool expression, string message)
        {
            bool flag = expression;
            if (flag)
            {
                return;
            }
            else
            {
                throw new InvalidOperationException(message);
            }
        }

        [Conditional(&amp;quot;DEBUG&amp;quot;)]
        public static void IsTrue(bool expression, string message)
        {
            bool flag = !expression;
            if (flag)
            {
                return;
            }
            else
            {
                throw new InvalidOperationException(message);
            }
        }
    }&lt;/code&gt;&lt;/pre&gt;

And the drawing code now looks like:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;            Matrix view = Camera2D.GetViewMatrix();

            foreach (ParticleEffect effect in particleEffects.Values)
            {
                particleRenderer.RenderEffect(effect, ref view);
            }&lt;/code&gt;&lt;/pre&gt;

Note that particleEffects is a dictionary where I keep all my ParticleEffects.  Also note that you do NOT need to place this code between any spriteBatch.Begin(...) or spriteBatch.End(...) statements, all of that is handled by the particleRenderer.&lt;br /&gt;
&lt;br /&gt;
A'ight yo, hope that was of some help.  I know it solved my issues.  The effects look as they should, and they are updating their positions based on the transformation matrix, all using spriteBatch.&lt;br /&gt;
&lt;br /&gt;
I know it's a lot of text, so here's the tl;dr of the fix I made in the code:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;this.Batch.Begin(SpriteSortMode.Deferred, blendState);&lt;/code&gt;&lt;/pre&gt;

becomes&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;this.Batch.Begin(SpriteSortMode.Deferred, blendState, null, null, null, null, transform);&lt;/code&gt;&lt;/pre&gt;

in the RenderEmitter(...) method.&lt;br /&gt;
&lt;br /&gt;
Quite a bit of work just to add four nulls and a matrix XD&lt;br /&gt;
&lt;br /&gt;
gl;hf&lt;br /&gt;
&lt;/div&gt;</description><author>skrillcosby</author><pubDate>Mon, 11 Mar 2013 20:03:31 GMT</pubDate><guid isPermaLink="false">New Post: Transformation problem 20130311080331P</guid></item><item><title>New Post: Transformation problem</title><link>http://mpe.codeplex.com/discussions/435770</link><description>&lt;div style="line-height: normal;"&gt;Ok, I'm assuming you are using MPE 3.1 for XNA 4.0.  I ran into this same issue and luckily I figured it out.&lt;br /&gt;
&lt;br /&gt;
So yeah, you need to use the spriteBatchRenderer, so create one and initialize it like this:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;SpriteBatchRenderer particleRenderer;
particleRenderer = new SpriteBatchRenderer
{
     GraphicsDeviceService = graphics
};
particleRenderer.LoadContent(content);
&lt;/code&gt;&lt;/pre&gt;

Then when it comes time to draw, feed your camera's transformation matrix into the spriteBatch.Begin(...) method&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Additive, null, null, null, null, Camera2D.GetViewMatrix());
particleRenderer.RenderEffect(effect, spriteBatch);
spriteBatch.End();&lt;/code&gt;&lt;/pre&gt;

It works fine, but it's not perfect.  I think some emitters need to be rendered with BlendState.AlphaBlend, and others with BlendState.Additive, and this code forces it to be one or the other.  I'm still working on trying to figure out how the blend states are actually implemented.  I tried downloading the source code so maybe I'll find something in there.&lt;br /&gt;
&lt;br /&gt;
Also if I don't specify a texture for the emitters, no particles are rendered.  I'm not sure if this is intentional or not, but in the editor it shows small basic particles even w/o a specified texture.  Also I'm not sure if this has anything to do with the spriteBatchRenderer or the blend states.&lt;br /&gt;
&lt;br /&gt;
EDIT - Ok,, it seems the only source code that is available is for XNA 3.1, so I'm at a loss as to how we should handle the blend modes / blend states when using spriteBatch.  Some looking around on the forums has led me to find others having the same issue (transformation matrix only working when you pass a spriteBatch direclty to the renderer, but then the blends cause the effects to look off).  So I'll keep searching/working and update if I find anything useful.&lt;br /&gt;
&lt;/div&gt;</description><author>skrillcosby</author><pubDate>Mon, 11 Mar 2013 18:18:51 GMT</pubDate><guid isPermaLink="false">New Post: Transformation problem 20130311061851P</guid></item><item><title>New Post: Mercury Particle Engine 3.1 for XNA 4.0 Source available?</title><link>http://mpe.codeplex.com/discussions/435784</link><description>&lt;div style="line-height: normal;"&gt;Hello guys. I really need the source code of Mercury Particle Engine 3.1 for XNA 4.0. &lt;br /&gt;
Can i obtain it somewhere?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
Oguz Tecimer&lt;br /&gt;
&lt;/div&gt;</description><author>oguztecimer</author><pubDate>Thu, 07 Mar 2013 17:16:11 GMT</pubDate><guid isPermaLink="false">New Post: Mercury Particle Engine 3.1 for XNA 4.0 Source available? 20130307051611P</guid></item><item><title>New Post: Transformation problem</title><link>http://mpe.codeplex.com/discussions/435770</link><description>&lt;div style="line-height: normal;"&gt;Hello, i need to use the trasformation matrix in spritebatchrenderer in 3.1 MPE version but it doesnt work.&lt;br /&gt;
 I realized that this is a known and fixed problem but i cant find a way to make it work.&lt;br /&gt;
 I tried to compile the code in source code section but if i do that i cannot use the editor generated xmls.&lt;br /&gt;
 Is there any way to make this work in 3.1 version?&lt;br /&gt;
 I would really appreciate the help.&lt;br /&gt;
 Thank you.&lt;br /&gt;
&lt;/div&gt;</description><author>oguztecimer</author><pubDate>Thu, 07 Mar 2013 15:50:52 GMT</pubDate><guid isPermaLink="false">New Post: Transformation problem 20130307035052P</guid></item><item><title>New Post: Effect Composition Tree panel of editor currently broken, or...?</title><link>http://mpe.codeplex.com/discussions/435373</link><description>&lt;div style="line-height: normal;"&gt;I just ran into the same issue and after searching a bit on these forums came across a solution that worked for me.&lt;br /&gt;
&lt;br /&gt;
So, download the 3.1 binaries.  Before you unzip, right click the Archive, go to Properties, and at the bottom you'll see a button to &amp;quot;Unblock.&amp;quot;  Hit that, Apply changes, and then unzip the archive.  The Editor should work now.&lt;br /&gt;
&lt;/div&gt;</description><author>skrillcosby</author><pubDate>Wed, 06 Mar 2013 17:08:36 GMT</pubDate><guid isPermaLink="false">New Post: Effect Composition Tree panel of editor currently broken, or...? 20130306050836P</guid></item><item><title>New Post: Effect Composition Tree panel of editor currently broken, or...?</title><link>http://mpe.codeplex.com/discussions/435373</link><description>&lt;div style="line-height: normal;"&gt;Just downloaded the engine (3.1 for XNA 4), and ran the editor.  The screen comes up and everything looks good.  I can click/drag in the viewing window, and see the default effect.  Pretty.  I can also use the property browser to modify the default effect properties.  Sounds good.&lt;br /&gt;
&lt;br /&gt;
However, much of the effect composition tree simply doesn't work for me.  I can right-click and bring up an option to add an effect...but it won't actually add one.  Same thing with &amp;quot;Add Modifier&amp;quot;.  I can see the option, but when I select it, nothing happens.&lt;br /&gt;
&lt;br /&gt;
No obvious errors are thrown, I'm not seeing anything in the event log...but nothing happens.  Is there an obvious path I should take?  Bad build?  Known issue?  Or am I a very unusual case?&lt;br /&gt;
&lt;br /&gt;
Thanks for any help you can offer.&lt;br /&gt;
&lt;/div&gt;</description><author>beska</author><pubDate>Tue, 05 Mar 2013 02:35:42 GMT</pubDate><guid isPermaLink="false">New Post: Effect Composition Tree panel of editor currently broken, or...? 20130305023542A</guid></item><item><title>New Post: How to use XML in XNA 4.0?</title><link>http://mpe.codeplex.com/discussions/429576</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;have you added the projectmercury.contentpipeline assembly reference to your content project?&lt;/p&gt;
&lt;/div&gt;</description><author>antonyg</author><pubDate>Thu, 31 Jan 2013 15:21:34 GMT</pubDate><guid isPermaLink="false">New Post: How to use XML in XNA 4.0? 20130131032134P</guid></item><item><title>New Post: How to use XML in XNA 4.0?</title><link>http://mpe.codeplex.com/discussions/429576</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Hi there,&lt;/p&gt;
&lt;p&gt;I'm on XNA 4.0 and Mercury 3.1 for XNA 4.0. I am trying to use one of the sample XML files to test out a particle system. I have placed the XML file in the Content folder &amp;quot;BeamMeUp.xml.&amp;quot; I have placed the necessary textures there as well. I have
 my code all in place but at compile time it says, &amp;quot;cannot find BeamMeUp.xnb.&amp;quot;&lt;/p&gt;
&lt;p&gt;How do I use the XML files? Am I supposed to set the XML file to compile or None? I've tried both and when it's set to compile, it says cannot find particleSystem&lt;/p&gt;
&lt;p&gt;Thanks for any help&lt;/p&gt;
&lt;/div&gt;</description><author>BoxGameDev</author><pubDate>Mon, 14 Jan 2013 17:44:55 GMT</pubDate><guid isPermaLink="false">New Post: How to use XML in XNA 4.0? 20130114054455P</guid></item><item><title>New Post: Compiling questions</title><link>http://mpe.codeplex.com/discussions/407388</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;you have xna installed right?&lt;/p&gt;
&lt;/div&gt;</description><author>antonyg</author><pubDate>Thu, 20 Dec 2012 11:27:51 GMT</pubDate><guid isPermaLink="false">New Post: Compiling questions 20121220112751A</guid></item><item><title>New Post: Compiling questions</title><link>http://mpe.codeplex.com/discussions/407388</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;I'm using MSVC 2012 Ultimate . I get the following error when loading the Mainline project...&lt;/p&gt;
&lt;p&gt;UnsupportedThis version of Visual Studio does not have the following project types installed or does not support them. You can still open these projects in the version of Visual Studio in which they were originally created.&lt;span&gt;
&lt;/span&gt;- ProjectMercury.Windows, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.Windows\ProjectMercury.Windows.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.TestBench.Windows, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.TestBench.Windows\ProjectMercury.TestBench.Windows.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.TestBenchContent, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.TestBenchContent\ProjectMercury.TestBenchContent.contentproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.Xbox, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.Windows\ProjectMercury.Xbox.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.WindowsPhone, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.Windows\ProjectMercury.WindowsPhone.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.TestBench.Xbox, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.TestBench.Windows\ProjectMercury.TestBench.Xbox.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.TestBench.WindowsPhone, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.TestBench.Windows\ProjectMercury.TestBench.WindowsPhone.csproj&amp;quot;&lt;br&gt;
&lt;br&gt;
No changes requiredThese projects can be opened in this version of Visual Studio without changing them. They will continue to open in Visual Studio 2010 SP1 and in this version of Visual Studio.&lt;span&gt;
&lt;/span&gt;- ProjectMercury.PluginContracts, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.PluginContracts\ProjectMercury.PluginContracts.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.ContentPipeline, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.ContentPipeline\ProjectMercury.ContentPipeline.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.ItemTemplates, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.ItemTemplates\ProjectMercury.ItemTemplates.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.Plugins, &amp;quot;ProjectMercury.Plugins&amp;quot;&lt;span&gt; &lt;/span&gt;- ProjectMercury.Plugins.DefaultEmitters, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.Plugins\ProjectMercury.Plugins.DefaultEmitters\ProjectMercury.Plugins.DefaultEmitters.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.Plugins.DefaultModifiers, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.Plugins\ProjectMercury.Plugins.DefaultModifiers\ProjectMercury.Plugins.DefaultModifiers.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.Plugins.DefaultControllers, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.Plugins\ProjectMercury.Plugins.DefaultControllers\ProjectMercury.Plugins.DefaultControllers.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.Plugins.DefaultSerializers, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.Plugins\ProjectMercury.Plugins.DefaultSerializers\ProjectMercury.Plugins.DefaultSerializers.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.Design, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.Design\ProjectMercury.Design.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury.EffectEditor, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.EffectEditor\ProjectMercury.EffectEditor.csproj&amp;quot;&lt;span&gt;
&lt;/span&gt;- ProjectMercury, &amp;quot;C:\MParticle\mpe_bae36ff1135b\Mainline\ProjectMercury.sln&amp;quot;&lt;br&gt;
&lt;br&gt;
What can I do to fix it ?&lt;/p&gt;
&lt;p&gt;What is the Original version created with ?&lt;/p&gt;
&lt;p&gt;Thanks,&lt;/p&gt;
&lt;/div&gt;</description><author>arealperson</author><pubDate>Wed, 19 Dec 2012 20:01:33 GMT</pubDate><guid isPermaLink="false">New Post: Compiling questions 20121219080133P</guid></item><item><title>New Post: Change color (and other values) on loaded particle effect</title><link>http://mpe.codeplex.com/discussions/405245</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;managed to find my own&amp;nbsp;answer :) Just roaming the forum.&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;
&lt;div style="color:black; background-color:white"&gt;
&lt;pre&gt;particleEffect[&lt;span style="color:#a31515"&gt;&amp;quot;FlowerEmitter&amp;quot;&lt;/span&gt;].ReleaseColour.Value = Color.ToVector3();
&lt;/pre&gt;
&lt;/div&gt;
&lt;p&gt;&lt;/p&gt;
&lt;/div&gt;</description><author>wowbagger84</author><pubDate>Sun, 02 Dec 2012 10:49:36 GMT</pubDate><guid isPermaLink="false">New Post: Change color (and other values) on loaded particle effect 20121202104936A</guid></item><item><title>New Post: Change color (and other values) on loaded particle effect</title><link>http://mpe.codeplex.com/discussions/405245</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Hi,&lt;/p&gt;
&lt;p&gt;I'm making a small 2D game and was wondering if there is a way to change the values of a&amp;nbsp;particle&amp;nbsp;effect that you have loaded into the game.&lt;/p&gt;
&lt;p&gt;I first load the file with:&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;div style="color:black; background-color:white"&gt;
&lt;pre&gt;&lt;span style="color:blue"&gt;var&lt;/span&gt; particleEffect = &lt;span style="color:blue"&gt;new&lt;/span&gt; ParticleEffect();

particleEffect = Content.Load&amp;lt;ParticleEffect&amp;gt;(&lt;span style="color:#a31515"&gt;&amp;quot;particles/troll&amp;quot;&lt;/span&gt;);
&lt;/pre&gt;
&lt;/div&gt;
&lt;p&gt;Then I want to set the color depending on each team before I initialize the effect. I should&amp;nbsp;probably&amp;nbsp;be able to figure it out but I'm still quite novice at this hole programming&amp;nbsp;business so it would save lots of time if someone could point
 me in the right direction. Feels redundant to make four versions of each effect and have functions just to get the right one all the time.&lt;/p&gt;
&lt;/div&gt;</description><author>wowbagger84</author><pubDate>Sat, 01 Dec 2012 14:27:15 GMT</pubDate><guid isPermaLink="false">New Post: Change color (and other values) on loaded particle effect 20121201022715P</guid></item><item><title>New Post: Error Exception when loading Project Mercury.Effect Editor</title><link>http://mpe.codeplex.com/discussions/269312</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;I have no luck with this, what do you mean with print the file?&lt;/p&gt;
&lt;p&gt;It's quite annoying that the examples don't work.&lt;/p&gt;
&lt;/div&gt;</description><author>wowbagger84</author><pubDate>Fri, 30 Nov 2012 14:51:00 GMT</pubDate><guid isPermaLink="false">New Post: Error Exception when loading Project Mercury.Effect Editor 20121130025100P</guid></item><item><title>New Post: [SOLVED] Particle Updating Woes</title><link>http://mpe.codeplex.com/discussions/283372</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Thx! I just had the same problem, every part of the particleEffect was (stacked) multiplied.&lt;/p&gt;
&lt;/div&gt;</description><author>wowbagger84</author><pubDate>Fri, 30 Nov 2012 10:36:01 GMT</pubDate><guid isPermaLink="false">New Post: [SOLVED] Particle Updating Woes 20121130103601A</guid></item><item><title>New Post: Binary assets</title><link>http://mpe.codeplex.com/discussions/404272</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Hi,&lt;/p&gt;
&lt;p&gt;first of all, thanks for this particles system and its editor!&lt;/p&gt;
&lt;p&gt;I'm currently working on a game and its editor, and I'm adding your system into my project.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I'd like my artist to work on your editor, and then send me the exported xml so I can build it in a binary file, and then use my ContentManager to load it in game.&lt;/p&gt;
&lt;p&gt;But I noticed that you don't use automatic serialization, and ContentReader/ContentWriter are not implemented...&amp;nbsp;&lt;/p&gt;
&lt;p&gt;So here's my question: will I have to implement ContentReaders and ContentWriters for each Emitter/controller/modifier (or refactor in order to use automatique serialization?), or is there already a way to build .xnb files?&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Thanks :)&lt;/p&gt;
&lt;/div&gt;</description><author>s0ubap</author><pubDate>Thu, 22 Nov 2012 18:48:05 GMT</pubDate><guid isPermaLink="false">New Post: Binary assets 20121122064805P</guid></item><item><title>New Post: replicate the effect xml in code</title><link>http://mpe.codeplex.com/discussions/403894</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;there is in the 3.1 source.&lt;/p&gt;
&lt;/div&gt;</description><author>antonyg</author><pubDate>Thu, 22 Nov 2012 10:11:04 GMT</pubDate><guid isPermaLink="false">New Post: replicate the effect xml in code 20121122101104A</guid></item><item><title>New Post: replicate the effect xml in code</title><link>http://mpe.codeplex.com/discussions/403894</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;There is no .RotationRateModifier under Modifiers. All I see is RotationModifier. Were you able to find it in the src?&lt;/p&gt;
&lt;/div&gt;</description><author>stark7</author><pubDate>Wed, 21 Nov 2012 18:37:19 GMT</pubDate><guid isPermaLink="false">New Post: replicate the effect xml in code 20121121063719P</guid></item></channel></rss>