Strange effect modification?

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Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Strange effect modification?

Post by Slime615 »

I have recently been working to modify my Weapon, called a Pulse rifle (A Charge rifle with a large explosion) to allow it to have the Sonic Blunderbuss effect, but changing the Color of everything (including the Rings) Bright crimson as opposed to green.

I have tried this many times but could never get the rings to turn red. However, When I made the most recent modification, the ring now change color, but, strangely to not fix on a color, the rings seem to change colour each time I fire the weapon. At one time, A red and Cyan Ring, the next a lime green and Blue, the Next 2 different shades of Purple. I was wondering what was causing this:
It would certainly make rotary cannons interesting. Here is my Effect. Could someone explain to me what line is causing this unusual effect, and how I could make it so it either A Forms a static red coloration or B changes color still, but only through shades of red.

Any advice?
Hidden/Spoiler:
[code]ParticleEmitter("Distortion")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(15.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-1.0000,1.0000);
PositionY(-1.0000,1.0000);
PositionZ(-1.0000,1.0000);
}
Offset()
{
PositionX(-0.5000,0.5000);
PositionY(-0.5000,0.5000);
PositionZ(-0.5000,0.5000);
}
PositionScale(0.0000,0.0000);
VelocityScale(1.0000,1.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 2.0000);
Red(255.0000, 0.0000, 0.0000);
Green(0.000, 0.0000, 0.0000);
Blue(0.000, 0.0000, 0.00000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.5000);
Position()
{
LifeTime(0.5000)
}
Size(0)
{
LifeTime(0.5000)
Scale(2.0000);
}
Color(0)
{
LifeTime(0.3000)
Reach(255.0000,200.0000,200.0000,150.0000);
Next()
{
LifeTime(0.2000)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("BLUR");
BlurValue(0.5000);
BlurRes(1.0000);
Type("PARTICLE");
Texture("com_sfx_waterfoam1");
}
ParticleEmitter("GreenSmoke")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0400, 0.0400);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 0.0000, 0.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(-1.0000,-1.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(5.0000,5.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.4000, 0.6000);
Red(255.0000, 0.0000, 0.0000);
Green(0.0000, 0.0000, 0.0000);
Blue(0.0000, 0.0000, 0.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.2500);
Position()
{
LifeTime(0.2500)
}
Size(0)
{
LifeTime(0.2500)
Scale(2.0000);
}
Color(0)
{
LifeTime(0.1000)
Reach(255.0000,100.0000,100.0000,150.0000);
Next()
{
LifeTime(0.2000)
Reach(255.0000,100.0000,100.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_explosion2");
}
ParticleEmitter("Blast_Ring")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 0.0000, 0.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Circle()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(-1.0000,-1.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(4.0000,4.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1500, 0.1500);
Hue(150.0000, 0.0000, 0.0000);
Saturation(0, 175.0000, 200.0000);
Value(0, 100.0000, 120.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.6000);
Position()
{
LifeTime(3.0000)
}
Size(0)
{
LifeTime(0.1000)
Scale(5.0000);
Next()
{
LifeTime(0.5000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(0.0500)
Move(75.0000,0.0000,0.0000,255.0000);
Next()
{
LifeTime(0.5500)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("GEOMETRY");
Model("geo_blast_ring");
}
ParticleEmitter("Blast_Ring")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.2000, 0.2000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 0.0000, 0.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Circle()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(-1.0000,-1.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(4.0000,4.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1500, 0.1500);
Hue(250.0000, 0.0000, 0.0000);
Saturation(175.000, 0.0000, 0.0000);
Value(150.0000, 0.0000, 0.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.6000);
Position()
{
LifeTime(3.0000)
}
Size(0)
{
LifeTime(0.1000)
Scale(8.0000);
Next()
{
LifeTime(0.5000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(0.0500)
Move(30.0000,0.0000,0.0000,255.0000);
Next()
{
LifeTime(0.5500)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("GEOMETRY");
Model("geo_blast_ring");
}
}
}
}
}
[/code]
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
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Location: Edinburgh, UK
Contact:

Re: Strange effect modification?

Post by Marth8880 »

You are modifying the effect using Particle Editor, right?
Slime615
Lieutenant General
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Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: Strange effect modification?

Post by Slime615 »

NO, I good not get it to work - The modificatuions come through changeing the text in the .fx file.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Strange effect modification?

Post by Marth8880 »

Alright, well don't expect to be able to make any easy changes through editing the .fx file without Particle Editor. You have tried every single method of getting it to work, correct? I got it to work via method #2, if that helps...
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: Strange effect modification?

Post by Slime615 »

Well I was only trying to vhange the colour of the effect - And yes I believe I have tried every method. I shall try again this weekend however.
User avatar
Fiodis
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Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Strange effect modification?

Post by Fiodis »

Marth8880 wrote:Alright, well don't expect to be able to make any easy changes through editing the .fx file without Particle Editor.
Actually, all PE really does is give you a preview of the effect as you modify it (which is, admittedly, very useful) and show you the exact contents of the text file arrayed in a helpful tree. You can edit effects perfectly well just through Notepad, so long as you know what you're looking at. That said, there should be at least one method of using PE that works.

@OP - it sounds as if there's a problem with the "spawner" sections of the effect. I can't test these out myself since I don't have a functional BF2 atm, but try changing where it says

Code: Select all

Red(255.0000, 0.0000, 0.0000);
to

Code: Select all

Red(0.0000, 255.0000, 255.0000);
If that doesn't seem to change anything, you could always try changing

Code: Select all

Reach(255.0000,100.0000,100.0000,150.0000);
under the transformers to

Code: Select all

Reach(255.0000,0.0000,0.0000,255.0000);
But I doubt that second one will do much.

There's also a texture the effect uses - com_sfx_explosion2.tga. You could try retexturing that a red hue (though it's orangeish by default, so there wouldn't be much of a difference there).
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