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Particle Editor

Posted: Fri Sep 16, 2011 8:37 pm
by Tears2Roses
I got P.E. working. But the objects show up as square blocks. I know I have to move some munged items to somewhere and what not, I just don't know what munged items need to go where. I have dowloaded all 3 P.E. fixes, third one works, and P.E. can only be launched from the ToolsFSL/bin folder. Also, I can open something like an explosion but it keeps exploding, then repeating the explosion. Is there a way of fixing this, or making it not play the animation so I can work on the different effects? Also, my grid is blue. That shouldn't affect anything, but in the FAQ the grid was gray. All in all, how do I 1) stop P.E. from playing effects animations and 2) fix the squares and make colours show up. If you can help me, I would be GREATFULL. Then I can make a super-nade with huge damage and explosion too! Thanks in advance.

Re: Particle Editor

Posted: Fri Sep 16, 2011 9:55 pm
by Fiodis
To change background color: press O then click Set Back Color. You can also play with Set Axis Color if you like.

PE automatically replays an effect once all the emitters die out. This is hardcoded into it AFAIK, and really there's no reason to stop it. If you want to pause to take a screenshot, make sure it isn't maximized on your screen, then click outside it on the desktop to deselect the application. The effect should pause right where it is.

If you want to edit the effect, this replaying doesn't hurt you in any way whatever. Your changes should still show up.

Re: Particle Editor

Posted: Sat Sep 17, 2011 3:47 am
by Tears2Roses
Thanks Fiodis. Also, how would I now make the effect show up, and not as squares? As I said I know I need some munged stuff but there are milliions of munged folders and millions of munged assets......... The explosion shows up as squares at the moment.

Re: Particle Editor

Posted: Sat Sep 17, 2011 4:25 am
by DarthD.U.C.K.
open the effect with either pe or a text editor and find out what texture its using. then find these textures in the assets, put them e.g. in your worlds world1 folder. munge your world and the copy all files named like the textures from
_BUILD\Worlds\AAB\MUNGED\PC to particle editors munged folder in gamedata\lvl_pv

Re: Particle Editor

Posted: Sat Sep 17, 2011 4:32 am
by Tears2Roses
Ok. I will try this out. Just the textures though? Do I need anything else?

Re: Particle Editor

Posted: Sat Sep 17, 2011 4:50 am
by DarthD.U.C.K.
no, some effects use models too but not too many and they will crash when you open them without having the munged model.

Re: Particle Editor

Posted: Sat Sep 17, 2011 8:53 am
by Tears2Roses
Ok that sounds good. When you say the particle .tga's did you mean the ones the model uses? For example I would need all the timebomb.tga's and the model? Or just exactly which.tgas. I did download the munged assets from the second method of getting P.E. to work, but only the third one opens P.E. I'm going to try and use those assets and get P.E. to show the explosion properly, but for now im clueless.

EDIT: OK now im really clueless. I downloaded the munged asssets from method 2 of getting P.E. to work, and that is in lucasarts\star wars battle front 2\gamedata\data\_lvl_pc\ And is called particle editor with munged assets. It has a munged folder, but no PC folder. From the first method of getting P.E. to work, I have a munged folder WITH the PC sub folder, d3dx9_25.dll, and ParticleEditor_BFII in data_ABC\_lvl_pc\. Those munged assets are located in data_ABC\_build\common\munged. The particle editor_BFII crashes saying cannont open core.lvl and common.lvl. From the third way of getting P.E. to work, I have P.E. in toolsFL\bin, and I can launch P.E. from there, and it will open. Sorry for not being specific sooner.

Re: Particle Editor

Posted: Sat Sep 17, 2011 9:25 am
by DarthD.U.C.K.
i mean the tgas the effect uses not the ones the model uses (there is no connection between a modle and an effect)
i use method 2 without any problems (except a "could not read core.lvl" mesage that doesnt do anything) so i cant help you with the other methods. if you are using pe with munged assets the explosiontextures should already be included so there is no need to munge them with your map etc.

Re: Particle Editor

Posted: Sat Sep 17, 2011 10:31 am
by Tears2Roses
Ok that makes sense. However my buffs/explosions still apear as square when I launch P.E. from toolsFL\bin, the only location i can launch P.E. from....

Re: Particle Editor

Posted: Sat Sep 17, 2011 1:11 pm
by DarthD.U.C.K.
try putting the "munged" folder from "pe with munged assets" in toolsfl.

Re: Particle Editor

Posted: Sat Sep 17, 2011 5:37 pm
by Tears2Roses
That didnt work, what im going to do is create an entire new world, and try again. I will get this to work...eventualy.... Thanks for being so helpfull duck, apreciate it :thumbs:

EDIT: * S I G H S * nothing I do to get P.E. to show the effect properly works.....I give up. If you guys have anymore ideas, please post them. I really want to be able to make my own effects!!

EDIT2: I think I am good! Thanks to AQT, I figured out how to make my own explosions. The effect is still squares, but I can edit things like colour/size ( which is all im trying to do for now )
Thanks for all the help guys!

EDIT3: Check this out. Image

KA-PLOO-EE! I made the damage 900, the push radius blah blah blah 8.0+ and added the timebombs shockwave. The screenshot says everything.