Help with mist effect [Solved]
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- [TFA]Padawan_Fighter
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Help with mist effect [Solved]
I guess I should first mention this:
I recently got old files off of my old computer (the motherboard broke). Before it broke, I had my mods on it. On one of the maps were about 3 dag_prop_mist ODFs in there. They didn't work, but I knew what it was, so I figured I'd fix it later. After it broke, I got the files off and put them onto a new computer. Now it works, but ONLY IN THOSE 3 SPOTS. Anywhere else it will not show up. The 3 objects are deleted from the map, but if you put the right assets in the game, they'll pop up.
Looking for another way around this, I renamed the Dagobah mist assets to different names (and made sure they all reference eachother), but that didn't work. There had to be something I'm missing.
I made a different map trying to put the Dagobah mist into there. To my surprise, ZeroEditor crashed when I placed dag_prop_mist.odf into the map. So obviously, I have to be missing something.
Things I put in the second map:
Mist .fx, in Data_***/Worlds/***/effects
Mist texture, in the same location
Mist ODF, in Data_***/Worlds/***/world1/odf
Is that all I needed for this, or is there something else? It always seems to crash on the test map, and on the main map I'm working on it simply does not show up. Can someone help?
I recently got old files off of my old computer (the motherboard broke). Before it broke, I had my mods on it. On one of the maps were about 3 dag_prop_mist ODFs in there. They didn't work, but I knew what it was, so I figured I'd fix it later. After it broke, I got the files off and put them onto a new computer. Now it works, but ONLY IN THOSE 3 SPOTS. Anywhere else it will not show up. The 3 objects are deleted from the map, but if you put the right assets in the game, they'll pop up.
Looking for another way around this, I renamed the Dagobah mist assets to different names (and made sure they all reference eachother), but that didn't work. There had to be something I'm missing.
I made a different map trying to put the Dagobah mist into there. To my surprise, ZeroEditor crashed when I placed dag_prop_mist.odf into the map. So obviously, I have to be missing something.
Things I put in the second map:
Mist .fx, in Data_***/Worlds/***/effects
Mist texture, in the same location
Mist ODF, in Data_***/Worlds/***/world1/odf
Is that all I needed for this, or is there something else? It always seems to crash on the test map, and on the main map I'm working on it simply does not show up. Can someone help?
- Fiodis
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Re: Help with mist effect
If you put any odf in ZE without a MSH file associated with it, ZE will crash. Usually for effects you give it a small, invisible, collisionless msh.
- [TFA]Padawan_Fighter
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Re: Help with mist effect
Where do I find this collisionless msh?
- Fiodis
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Re: Help with mist effect
You can make anything collisionless by giving it a msh.option file with the switch -nocollision.
- [TFA]Padawan_Fighter
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Re: Help with mist effect
Ah...it's editor_grasspatch, correct?
Okay...in my test map, I put the msh file in the game. Now I can get the objects in ZE, but they still don't show up ingame.
Am I still missing something??
Okay...in my test map, I put the msh file in the game. Now I can get the objects in ZE, but they still don't show up ingame.
Am I still missing something??
- Fiodis
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Re: Help with mist effect
Yes.
Rather than explain it all out myself, just take a look at myg1_bldg_fire_effect.odf in the stock Mygeeto world assets. Look how it's set up, look at its corresponding mesh (it's very, very small), look how the effect is attached to it by an odf line, and everything else.
You may as well just copy this asset to your own world's folders and just rename the appropriate things. Should you do that, however, you'll also want to make a msh.option.
Rather than explain it all out myself, just take a look at myg1_bldg_fire_effect.odf in the stock Mygeeto world assets. Look how it's set up, look at its corresponding mesh (it's very, very small), look how the effect is attached to it by an odf line, and everything else.
You may as well just copy this asset to your own world's folders and just rename the appropriate things. Should you do that, however, you'll also want to make a msh.option.
- [TFA]Padawan_Fighter
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Re: Help with mist effect
I don't get it.
Basically, what you're saying is I should look at the .odf and see what it connects to?
Dag1_prop_mist.odf's msh is editor_grasspatch.msh, and its .fx is dag1_mist.fx. I have both.
*EDIT* Ah..hmm..okay. Now that I looked at the Mygeeto .odf I noticed something. That odf has an AttachEffect line to it. The Dagobah mist prop however, does not...
So I get the idea of what to put in the AttachEffect parameter. But how do I use AttachHardpoint? How do I find out what the names of the hardpoints in the prop are?
Basically, what you're saying is I should look at the .odf and see what it connects to?
Dag1_prop_mist.odf's msh is editor_grasspatch.msh, and its .fx is dag1_mist.fx. I have both.
*EDIT* Ah..hmm..okay. Now that I looked at the Mygeeto .odf I noticed something. That odf has an AttachEffect line to it. The Dagobah mist prop however, does not...
Code: Select all
[GameObjectClass]
ClassLabel = "dusteffect"
GeometryName = "editor_grasspatch.msh"
[Properties]
MinPos = "-15 1 -15"
MaxPos = "15 6 15"
MinVel = "-1 0 -1"
MaxVel = "1 0 1"
MinSize = "100"
MaxSize = "100"
MinLifeTime = "3"
MaxLifeTime = "6"
Alpha = "0.1"
NumParticles = "100"
MaxDistance = "100"
Texture = "dag1_mist"
RadiusFadeMin = "0"
RadiusFadeMax = "1"
HeightScale = "0.8"
SpawnSound = ""So I get the idea of what to put in the AttachEffect parameter. But how do I use AttachHardpoint? How do I find out what the names of the hardpoints in the prop are?
- Fiodis
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Re: Help with mist effect
Open the msh and search for "hp_" without the quotes. In myg_bldg_fire_effect's msh, it's hp_fire, I believe.
- [TFA]Padawan_Fighter
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Re: Help with mist effect
How strange...in editor_grasspatch.msh, there is no hp_ anything. Should I switch to a different msh?
- Fiodis
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Re: Help with mist effect
Yes. That mesh was never meant to be an emitter.
- [TFA]Padawan_Fighter
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Re: Help with mist effect
Well, I changed the msh, but it's still not showing up.
I'm posting the new .odf now. Anything wrong with it?
I'm posting the new .odf now. Anything wrong with it?
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- Fiodis
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Re: Help with mist effect
Yes. This:
is unnecessary.
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- [TFA]Padawan_Fighter
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Re: Help with mist effect
Alright, I took it out...still nothing. Are you sure I have everything?
- Fiodis
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Re: Help with mist effect
Aia, this shouldn't be so hard. Just copy over all the myg_bldg_fire_effect assets and rename/edit what you need to rename/edit. If that doesn't work, you can try this, following Step 2 at the very bottom of the tutorial.
- [TFA]Padawan_Fighter
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Re: Help with mist effect
Alright, it works now! Now how do I make it bigger? I tried fooling with it in PE but I don't see any changes being made.
- Fiodis
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Re: Help with mist effect
Then keep fooling with it in PE, you must be doing something wrong. What are you doing in PE to make it bigger?
- [TFA]Padawan_Fighter
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Re: Help with mist effect
I just looked wherever it looked like I could make it taller. I tried using Frame height, Y position...wait. I found where the Size parameter is at...that looks like what I want...
Okay, I think the problem's solved. Thank you, Fiodis.
Okay, I think the problem's solved. Thank you, Fiodis.
