Blood Effect? [Solved]

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Bonecrusher16O
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Blood Effect? [Solved]

Post by Bonecrusher16O »

Ok, so I have a good new blood effect I have made (small so it keeps the game rated teen) but I cannot figure out the correct function to make the blood effect WORK when I shoot someone.

Is it
ImpactEffectSoft = ""
?
If not, can someone point me in the right direction to getting my blood effect to work?
Marth8880
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Re: Blood Effect?

Post by Marth8880 »

[color=#FF8000]art_guide.doc[/color] wrote:s – Soldier (soft) collision

v – Vehicle (rigid) collision

b – Building (static) collision

o – Ordnance (ordnance :^) collision

t – Terrain collision

f – Flag collison -used on flyers specifically for Space CTF to collide with the flag
So you're getting it right by using ImpactEffectSoft since soldiers are "soft". How exactly did you go about creating your blood effect? If you post a link to the .fx file I could take a look at it for you if you want and possibly fix anything that might be preventing it from working. ;)
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Bonecrusher16O
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Re: Blood Effect?

Post by Bonecrusher16O »

Here
Hidden/Spoiler:
ParticleEmitter("DirtSprayHigh")
{
MaxParticles(3.0000,3.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0100, 0.0100);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(0.5000, 0.5000);
Red(255.0000, 255.0000);
Green(255.0000, 255.0000);
Blue(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-0.2000,0.2000);
PositionY(0.3000,0.6000);
PositionZ(-0.2000,0.2000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.2500,0.2500);
VelocityScale(2.0000,5.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.3000, 0.5000);
Red(0, 202.0000, 202.0000);
Green(0, 0.0000, 0.0000);
Blue(0, 0.0000, 0.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -50.0000, 50.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(1.0000)
Accelerate(0.0000, -5.0000, 0.0000);
}
Size(0)
{
LifeTime(1.5000)
Scale(2.0000);
}
Color(0)
{
LifeTime(1.0000)
Reach(149.0000,114.0000,49.0000,0.0000);
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("com_sfx_dirt2");
}
ParticleEmitter("DirtSprayLow")
{
MaxParticles(6.0000,6.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0100, 0.0100);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Red(255.0000, 255.0000);
Green(255.0000, 255.0000);
Blue(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Circle()
{
PositionX(-0.2000,0.2000);
PositionY(0.1250,0.2000);
PositionZ(-0.2000,0.2000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.2500,0.2500);
VelocityScale(1.0000,1.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.3000, 0.5000);
Red(0, 202.0000, 202.0000);
Green(0, 0.0000, 0.0000);
Blue(0, 0.0000, 0.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -50.0000, 50.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.5000);
Position()
{
LifeTime(0.5000)
Accelerate(0.0000, -2.0000, 0.0000);
}
Size(0)
{
LifeTime(1.0000)
Scale(2.0000);
}
Color(0)
{
LifeTime(0.5000)
Reach(50.0000,50.0000,50.0000,0.0000);
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("com_sfx_dirt2");
}
ParticleEmitter("Smoke")
{
MaxParticles(10.0000,10.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0200, 0.0500);
BurstCount(10.0000,10.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Red(255.0000, 255.0000);
Green(255.0000, 255.0000);
Blue(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Circle()
{
PositionX(-1.0000,1.0000);
PositionY(0.2000,0.2000);
PositionZ(-1.0000,1.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.2000,0.2000);
VelocityScale(0.2000,0.7000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.5000, 0.6250);
Red(0, 255.0000, 255.0000);
Green(0, 0.0000, 0.0000);
Blue(0, 0.0000, 0.0000);
Alpha(0, 64.0000, 64.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -180.0000, 180.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.5000);
Position()
{
LifeTime(1.5000)
}
Size(0)
{
LifeTime(1.5000)
Scale(3.0000);
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,-32.0000);
Next()
{
LifeTime(0.5000)
Move(0.0000,0.0000,0.0000,-32.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_smoke2");
}
}
}
}
Marth8880
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Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
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Location: Edinburgh, UK
Contact:

Re: Blood Effect?

Post by Marth8880 »

Hmm, the .fx file seems fine... Do you have the files listed in your ingame.req file? It should have this in it:

Code: Select all

ucft
{
    REQN
    {
        "texture"
        "com_sfx_dirt2"
        "com_sfx_smoke2"
    }
    
    REQN
    {
        "config"
        "your_fx_file_name"
    }
Alternatively, you could just shove the above textures and your .fx file in one of your sides' effects folders.
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Bonecrusher16O
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Posts: 66
Joined: Mon Apr 25, 2011 5:57 pm
Projects :: Snipers Galore and SAM
Games I'm Playing :: SWBF2 and MC
xbox live or psn: PS3 :)

Re: Blood Effect?

Post by Bonecrusher16O »

It works, thanks :maulsaber:
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