Here's an issue about which I suffer a certain degree of confliction. And that is the employment of animated texels for certain effects. Here's the root of the problem. Any effect particle to which is tied a texel cannot vary in size. A 'static' texture does not cause this strange limitation; from first appearance to disappearance, the particle can be made to grow or shrink as desired. But texel-based effects are constrained to remain at constant size for the full duration of their existence. I know not why, but have accepted this as being some limitation in the graphics handling routines.
If an .eff file uses a texel and specifies the size to grown from, say, 5m to 10m during the period of its LiveTime, the game engine sets a fixed size midway between these limits, that being 7.5m; from first appearance until disappearance the effect particle size is stuck at 7.5m. This is unsatisfactory if the desire is to set an evolving size variation.
An example would be the fuel leak fireball effect I've expanded upon. When I first encountered this effect in an effects mod (by Western???) some years back, it used a texel. And I've continued to use a texel, as the appearance is very satisfying in its dynamic aspect. But the fixed size has always bothered me. I would rather see the fire commence at a smaller size at the origin of the leak, expanding thereafter as the fuel disperses in the slipstream and the fireball grows accordingly.
And so I'm juggling whether it's best to use the 'prettier' texels always stuck at some fixed size, or instead use non-animated textures which can be made to alter in size. It really is something of a 'Sophie's choice.'
Anyone have any opinions on the matter?