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Effect Help

Posted: Wed Mar 07, 2012 9:39 pm
by yuke5
This object does not display its effect, and it's starting to frustrate me greatly.

Object ODF (Should be O.K. I think.)
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "prop"
GeometryName = "effect_point.msh"


[Properties]

GeometryName = "effect_point"

AttachEffect = "torchflame"
AttachToHardPoint = "hp_effect 0.0 0.0"
torchflame.fx (copied from endor assets)
Hidden/Spoiler:
ParticleEmitter("BlackSmoke")
{
MaxParticles(20000.0000,20000.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.5000, 0.5000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
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(-0.0500,0.0500);
PositionY(0.1000,0.2500);
PositionZ(-0.0500,0.0500);
}
Offset()
{
PositionX(-0.2500,0.2500);
PositionY(0.5000,0.7500);
PositionZ(-0.2500,0.2500);
}
PositionScale(0.5000,0.5000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.2500, 0.5000);
Red(0, 200.0000, 200.0000);
Green(0, 200.0000, 200.0000);
Blue(0, 200.0000, 200.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, -70.0000, 0.0000);
RotationVelocity(0, -40.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(2.0000);
Position()
{
LifeTime(2.0000)
Accelerate(0.0000, 2.5000, 0.0000);
}
Size(0)
{
LifeTime(2.0000)
Scale(3.0000);
}
Color(0)
{
LifeTime(0.5000)
Reach(128.0000,128.0000,128.0000,48.0000);
Next()
{
LifeTime(1.5000)
Reach(0.0000,0.0000,0.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("com_sfx_smoke1");
}
ParticleEmitter("Embers")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.2500, 0.7500);
BurstCount(1.0000,1.5500);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
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(-0.1500,0.1500);
PositionY(0.5000,1.2500);
PositionZ(-0.1500,0.1500);
}
Offset()
{
PositionX(-0.2500,0.2500);
PositionY(0.0000,0.2500);
PositionZ(-0.2500,0.2500);
}
PositionScale(0.0000,0.1500);
VelocityScale(0.1000,0.4000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.0250, 0.0750);
Red(0, 255.0000, 255.0000);
Green(0, 191.0000, 202.5700);
Blue(0, 50.0000, 135.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -20.0000, 20.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(6.0000);
Position()
{
LifeTime(6.0000)
Accelerate(0.0000, 1.0000, 0.0000);
}
Size(0)
{
LifeTime(6.0000)
Scale(0.0500);
}
Color(0)
{
LifeTime(0.5000)
Move(255.0000,191.0000,50.0000,255.0000);
Next()
{
LifeTime(5.5000)
Reach(0.0000,0.0000,0.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flames1");
}
ParticleEmitter("Flame1")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
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(0.0000,0.0000);
PositionY(0.5000,1.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
PositionScale(0.1000,0.1000);
VelocityScale(1.0000,2.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1500, 0.2000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 20.0000);
RotationVelocity(0, -80.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(1.0000)
Reach(0.0000, 0.0000, 0.0000);
}
Size(0)
{
LifeTime(1.0000)
Scale(0.2500);
}
Color(0)
{
LifeTime(0.1000)
Reach(255.0000,255.0000,255.0000,180.0000);
Next()
{
LifeTime(0.6000)
Reach(100.0000,0.0000,0.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flames1");
}
ParticleEmitter("Flame2")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
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(0.0000,0.0000);
PositionY(0.5000,0.8000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
PositionScale(0.1000,0.1000);
VelocityScale(1.0000,2.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.2000, 0.2500);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 20.0000);
RotationVelocity(0, -80.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(1.0000)
Reach(0.0000, 0.0000, 0.0000);
}
Size(0)
{
LifeTime(1.0000)
Scale(0.2500);
}
Color(0)
{
LifeTime(0.1000)
Reach(255.0000,255.0000,255.0000,180.0000);
Next()
{
LifeTime(0.6000)
Reach(100.0000,0.0000,0.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flames2");
}
ParticleEmitter("Flame3")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
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(0.0000,0.0000);
PositionY(0.2500,1.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
PositionScale(0.1000,0.1000);
VelocityScale(1.0000,2.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.2500, 0.3000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 20.0000);
RotationVelocity(0, -80.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(1.0000)
Reach(0.0000, 0.0000, 0.0000);
}
Size(0)
{
LifeTime(1.0000)
Scale(0.2500);
}
Color(0)
{
LifeTime(0.1000)
Reach(255.0000,255.0000,255.0000,180.0000);
Next()
{
LifeTime(0.6000)
Reach(100.0000,0.0000,0.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flames3");
}
}
}
}
}
}
What is going wrong? Please help. Thanks in advance, yuke5.

Re: Effect Help

Posted: Wed Mar 07, 2012 9:44 pm
by AceMastermind
What location is torchflame.fx file sitting?
Should be:
C:\BF2_ModTools\data_ABC\Worlds\ABC\effects

Re: Effect Help

Posted: Wed Mar 07, 2012 9:46 pm
by yuke5
It is in that location.

Re: Effect Help

Posted: Wed Mar 07, 2012 9:52 pm
by AceMastermind
Is effect_point.msh a custom object or just a stock one renamed?
Does it actually have a hardpoint named hp_effect?

Re: Effect Help

Posted: Wed Mar 07, 2012 9:54 pm
by yuke5
I got the model from this link:

http://www.mediafire.com/?49yzy88cikyvor4

It was sent to me by Noobasaurus, but the model was made by icemember. I just followed what it said in the readme.

Re: Effect Help

Posted: Wed Mar 07, 2012 10:16 pm
by AceMastermind
It works fine here:
Hidden/Spoiler:
Image
but the cube is visible.

There are some splash objects in the BF2_modtools setup for this kind of thing.
  • C:\BF2_ModTools\assets\worlds\GEO\msh\geo_prop_splash.msh
    C:\BF2_ModTools\assets\worlds\KAS\msh\kas2_prop_splash.msh
hp_splash_1 is the center hardpoint in both of those.

myg1_bldg_fire_effect.msh is also used for this kind of stuff.

Re: Effect Help

Posted: Thu Mar 08, 2012 3:55 pm
by yuke5
I am now able to generate an error log! I found THIS:
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'torchflame' not found
This is odd because I DO have an effects folder, and torchflame IS in that folder, AND it's in the PC folder, AND in the "common/effects" folder. I'm going to clean and munge and see if that helps.

Re: Effect Help

Posted: Thu Mar 08, 2012 11:37 pm
by AceMastermind
You only need to drop it in the effects folder of the location I gave you in my first post. Just use the same folder structure like in the assets and it'll work, no need to have it in a PC folder or in common\effects.