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Fx Help

Posted: Fri Jun 17, 2011 3:36 am
by Slime615
Fx Help:
Hi, I am part way through working on a Mod, that features a large Cannon. As Part of it, It features a weapon that has a trail the same as Geonosian Sonic Cannon -

Except its Red.

I have looked for a TGA To reskin to solve this, but - Finding none, I believe that the answer lies in the FX File:

SO here is my request. Could someone please edit this, so that wenever it is green, it has the corrosponding shade of Red Instead.

Thankyou.
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(0, 240.0000, 240.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 240.0000, 240.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.5000);
Position()
{
LifeTime(0.5000)
}
Size(0)
{
LifeTime(0.5000)
Scale(2.0000);
}
Color(0)
{
LifeTime(0.3000)
Reach(240.0000,255.0000,240.0000,150.0000);
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, 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(0.0000,0.0000);
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(0, 100.0000, 100.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 100.0000, 100.0000);
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(100.0000,255.0000,100.0000,192.0000);
Next()
{
LifeTime(0.2000)
Reach(100.0000,255.0000,100.0000,0.0000);
}
}
}
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, 255.0000);
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(0, 70.0000, 75.0000);
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(0.0000,0.0000,0.0000,255.0000);
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, 255.0000);
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(0, 70.0000, 75.0000);
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(8.0000);
Next()
{
LifeTime(0.5000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(0.0500)
Move(0.0000,0.0000,0.0000,255.0000);
Next()
{
LifeTime(0.5500)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("GEOMETRY");
Model("geo_blast_ring");
}
}
}
}
}
[/code]

Re: Fx Help

Posted: Fri Jun 17, 2011 3:47 am
by AQT
Requests like this one should belong in the All-Purpose Request Thread.

Unless you are willing to learn about how RGB values determine colors, ZE's lighting mode is an excellent tool to consult. Searching on the Internet for RGB color charts/tables is also a good idea. And instead of Notepad, using Particle Editor to change the color(s) of the .fx would be another option.