I'm working on a project using 71^2's Particle Designer but am running into a problem - I cannot seem to get the texture part of the emitter to load if the PList is set up embed the Emitter's texture The code is about as straight-forward as it gets:
`NSString *particleFilePath = @"blackhole.plist";
CCParticleSystemQuad *_emitter = [CCParticleSystemQuad particleWithFile:particleFilePath];
`
The emitter loads from the plist (i.e., all of its main values are loaded), but it can't seem to get the texture out of the plist, I see the following in the console log:
2011-06-21 14:10:52.887 ParticleTester[45053:207] cocos2d: CCTexture2D. Can't create Texture. UIImage is nil
2011-06-21 14:10:52.888 ParticleTester[45053:207] cocos2d: Couldn't add image:particleTexture.png in CCTextureCache
However, if I tell Particle Designer NOT to embed the texture, the emitter works -- with one catch: both the plist and the texture file have to be at the root of the app's bundle. If I try to put them in folders (for example, like resources as part of a level of a game that I might sell via IAP) the PList part loads, but the cocos2d particle system loader crashes because it can't find the texture file..
Anyone else seen this? this is using Cocos2d-iPhone-1.0.0-rc3