Multiple world effects of the same type?

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

MetalcoreRancor
Brigadier General
Brigadier General
Posts: 628
Joined: Thu Jun 07, 2007 11:13 am
Projects :: No Mod project currently.
Games I'm Playing :: swbf origin
xbox live or psn: No gamertag set

Multiple world effects of the same type?

Post by MetalcoreRancor »

Yeah, I tried searching but couldn't find anything.

2 questions.

First is there a list of available types of effects for .fx, like precipitation or wind?

And question numero dose, is it POSSIBLE to have more then one effect running at a time?

I havent been able to run 2 precipitations or fogclouds.
User avatar
trainmaster611
Sith Lord
Sith Lord
Posts: 1779
Joined: Thu Aug 24, 2006 5:22 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Building a railway to Coruscant
Contact:

Re: Just a couple of questions about .fx effects

Post by trainmaster611 »

For number two, yeah its possible. The way I do it is I open the two FX files that I want to combine. Then I copy and paste the corresponding sections from one FX to the next. THen you open it in PE and do any cleaning up you need to do.

Just so you know what I mean by sections of an FX file

File is atat_explosion (its a BF1 effect but it is in BF2 also under a different name
Hidden/Spoiler:
[code]
ParticleEmitter("Shockwave")
{
MaxParticles(1.0000,1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0010, 0.0010);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(30.0);
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(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 1.2000, 1.2000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 128.0000, 128.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.4000);
Position()
{
LifeTime(0.2500)
}
Size(0)
{
LifeTime(0.4000)
Scale(10.0000);
}
Color(0)
{
LifeTime(0.4000)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("BLUR");
BlurValue(0.1500);
BlurRes(0.0000);
Type("PARTICLE");
Texture("flare4");
}
ParticleEmitter("Explosion")
{
MaxParticles(5.0000,5.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0010, 0.0010);
BurstCount(5.0000,5.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(30.0);
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(-0.9000,0.9000);
PositionY(0.4500,1.8000);
PositionZ(-0.9000,0.9000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.9000,0.9000);
VelocityScale(5.4000,14.4000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 1.8000, 3.6000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -100.0000, 100.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(2.0000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(1.5000)
}
Color(0)
{
LifeTime(1.5000)
Reach(255.0000,255.0000,255.0000,255.0000);
}
}
Geometry()
{
BlendMode("NORMAL");
Type("EMITTER");
Texture("explode3");
ParticleEmitter("Smoke")
{
MaxParticles(4.0000,4.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0750, 0.0750);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(30.0);
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(-1.8000,1.8000);
PositionY(-1.8000,1.8000);
PositionZ(-1.8000,1.8000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.9000,0.9000);
InheritVelocityFactor(0.2500,0.2500);
Size(0, 0.9000, 1.3500);
Hue(0, 128.0000, 128.0000);
Saturation(0, 0.0000, 0.0000);
Value(0, 150.0000, 200.0000);
Alpha(0, 0.0000, 128.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -90.0000, 90.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.5000);
Position()
{
LifeTime(1.5000)
Scale(0.0000);
}
Size(0)
{
LifeTime(0.2500)
Scale(2.5000);
Next()
{
LifeTime(1.2500)
Scale(2.5000);
}
}
Color(0)
{
LifeTime(0.1000)
Move(0.0000,0.0000,0.0000,128.0000);
Next()
{
LifeTime(1.4000)
Move(0.0000,-100.0000,-128.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("thicksmoke1");
ParticleEmitter("BlackSmoke")
{
MaxParticles(4.0000,4.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0250, 0.0250);
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(-4.7250,4.7250);
PositionY(-4.7250,4.7250);
PositionZ(-4.7250,4.7250);
}
Offset()
{
PositionX(-0.2364,0.2364);
PositionY(-0.2364,0.2364);
PositionZ(-0.2364,0.2364);
}
PositionScale(0.0000,0.0000);
VelocityScale(4.7250,4.7250);
InheritVelocityFactor(0.2000,0.2000);
Size(0, 2.3626, 3.3076);
Hue(0, 12.0000, 20.0000);
Saturation(0, 5.0000, 10.0000);
Value(0, 200.0000, 220.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, -20.0000, 20.0000);
RotationVelocity(0, -20.0000, 20.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.5000);
Position()
{
LifeTime(1.5000)
Scale(0.0000);
}
Size(0)
{
LifeTime(2.0000)
Scale(6.0000);
}
Color(0)
{
LifeTime(0.1000)
Move(0.0000,0.0000,0.0000,255.0000);
Next()
{
LifeTime(1.4000)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("thicksmoke3");
}
}
}

ParticleEmitter("Flames")
{
MaxParticles(4.0000,4.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0750, 0.0750);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(30.0);
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(-1.8000,1.8000);
PositionY(-1.8000,1.8000);
PositionZ(-1.8000,1.8000);
}
Offset()
{
PositionX(-0.1800,0.1800);
PositionY(-0.1800,0.1800);
PositionZ(-0.1800,0.1800);
}
PositionScale(0.0000,0.0000);
VelocityScale(1.8000,1.8000);
InheritVelocityFactor(0.2500,0.2500);
Size(0, 0.1800, 0.3600);
Red(0, 255.0000, 255.0000);
Green(0, 204.0000, 233.0000);
Blue(0, 98.0000, 185.0000);
Alpha(0, 0.0000, 128.0000);
StartRotation(0, 0.0000, 255.0000);
RotationVelocity(0, -160.0000, 160.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(1.0000)
Scale(0.0000);
}
Size(0)
{
LifeTime(0.1000)
Scale(4.0000);
Next()
{
LifeTime(0.9000)
Scale(3.0000);
}
}
Color(0)
{
LifeTime(0.1000)
Move(0.0000,-40.0000,-50.0000,128.0000);
Next()
{
LifeTime(0.5000)
Move(128.0000,-40.0000,-50.0000,-128.0000);
Next()
{
LifeTime(0.4000)
Move(128.0000,-50.0000,-50.0000,-128.0000);
}
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("boom5");
ParticleEmitter("BlackSmoke")
{
MaxParticles(3.0000,3.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0250, 0.0250);
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(-4.7250,4.7250);
PositionY(-4.7250,4.7250);
PositionZ(-4.7250,4.7250);
}
Offset()
{
PositionX(-0.2364,0.2364);
PositionY(-0.2364,0.2364);
PositionZ(-0.2364,0.2364);
}
PositionScale(0.0000,0.0000);
VelocityScale(6.7500,6.7500);
InheritVelocityFactor(0.1000,0.1000);
Size(0, 0.9450, 1.8900);
Red(0, 254.0000, 255.0000);
Green(0, 172.0000, 179.0000);
Blue(0, 75.0000, 89.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, -20.0000, 20.0000);
RotationVelocity(0, -20.0000, 20.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.2500);
Position()
{
LifeTime(1.5000)
Scale(0.0000);
}
Size(0)
{
LifeTime(1.2500)
Scale(5.0000);
}
Color(0)
{
LifeTime(0.0100)
Move(0.0000,0.0000,0.0000,48.0000);
Next()
{
LifeTime(1.2400)
Move(0.0000,0.0000,0.0000,-64.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("thicksmoke3");
}
}
}
}
}
}
ParticleEmitter("Flames")
{
MaxParticles(8.0000,8.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0010, 0.0010);
BurstCount(8.0000,8.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(30.0);
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(-1.8000,1.8000);
PositionY(0.4500,1.8000);
PositionZ(-1.8000,1.8000);
}
Offset()
{
PositionX(-0.1800,0.1800);
PositionY(-0.1800,0.1800);
PositionZ(-0.1800,0.1800);
}
PositionScale(0.0000,0.0000);
VelocityScale(3.6000,3.6000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1350, 0.2700);
Red(0, 255.0000, 255.0000);
Green(0, 204.0000, 233.0000);
Blue(0, 98.0000, 185.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 255.0000);
RotationVelocity(0, -160.0000, 160.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(1.0000)
Scale(0.0000);
}
Size(0)
{
LifeTime(0.1000)
Scale(4.0000);
Next()
{
LifeTime(0.9000)
Scale(3.0000);
}
}
Color(0)
{
LifeTime(0.1000)
Move(0.0000,-40.0000,-50.0000,255.0000);
Next()
{
LifeTime(0.5000)
Move(128.0000,-40.0000,-50.0000,-128.0000);
Next()
{
LifeTime(0.4000)
Move(128.0000,-50.0000,-50.0000,-128.0000);
}
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("boom5");
ParticleEmitter("BlackSmoke")
{
MaxParticles(3.0000,3.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0250, 0.0250);
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(-4.7250,4.7250);
PositionY(-4.7250,4.7250);
PositionZ(-4.7250,4.7250);
}
Offset()
{
PositionX(-0.2364,0.2364);
PositionY(-0.2364,0.2364);
PositionZ(-0.2364,0.2364);
}
PositionScale(0.0000,0.0000);
VelocityScale(6.7500,6.7500);
InheritVelocityFactor(0.1000,0.1000);
Size(0, 0.9450, 1.8900);
Red(0, 254.0000, 255.0000);
Green(0, 172.0000, 179.0000);
Blue(0, 75.0000, 89.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, -20.0000, 20.0000);
RotationVelocity(0, -20.0000, 20.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.2500);
Position()
{
LifeTime(1.5000)
Scale(0.0000);
}
Size(0)
{
LifeTime(1.2500)
Scale(5.0000);
}
Color(0)
{
LifeTime(0.0100)
Move(0.0000,0.0000,0.0000,48.0000);
Next()
{
LifeTime(1.2400)
Move(0.0000,0.0000,0.0000,-64.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("thicksmoke3");
}
}
}
ParticleEmitter("SmokeTrail")
{
MaxParticles(3.0000,3.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0500, 0.0500);
BurstCount(3.0000,3.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("com_weap_obj_large_exp defer")
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(-0.9600,0.9600);
PositionY(0.9600,1.9200);
PositionZ(-0.9600,0.9600);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.9600,0.9600);
VelocityScale(4.8000,14.4000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 1.2000, 1.2000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(4.0000);
Position()
{
LifeTime(4.0000)
Accelerate(0.0000, -19.2000, 0.0000);
}
Size(0)
{
LifeTime(5.0000)
Scale(1.0000);
}
Color(0)
{
LifeTime(3.0000)
Next()
{
LifeTime(1.0000)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("EMITTER");
Texture("underlitesmoke2");
ParticleEmitter("Smoke")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0750, 0.0750);
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(-0.4800,0.4800);
PositionY(-0.4800,0.4800);
PositionZ(-0.4800,0.4800);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0960,0.0960);
InheritVelocityFactor(0.2500,0.2500);
Size(0, 0.1200, 0.3600);
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, 360.0000);
RotationVelocity(0, -100.0000, 100.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.5000);
Position()
{
LifeTime(2.0000)
Accelerate(0.0000, 0.9600, 0.0000);
}
Size(0)
{
LifeTime(2.0000)
Scale(10.0000);
}
Color(0)
{
LifeTime(0.0010)
Move(-200.0000,-200.0000,-200.0000,128.0000);
Next()
{
LifeTime(0.4990)
Move(0.0000,0.0000,0.0000,-128.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("thicksmoke2");
}
ParticleEmitter("Smoke")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0300, 0.0300);
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(-0.4800,0.4800);
PositionY(-0.4800,0.4800);
PositionZ(-0.4800,0.4800);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(1.0000,1.0000);
Size(0, 0.1200, 0.1200);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -100.0000, 100.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.2000);
Position()
{
LifeTime(0.0000)
}
Size(0)
{
LifeTime(0.2000)
Scale(0.1000);
}
Color(0)
{
LifeTime(0.2000)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("boom5");
}
}
}
}
ParticleEmitter("Flare")
{
MaxParticles(10.0000,10.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0000, 0.0000);
BurstCount(10.0000,10.0000);
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(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 6.0000, 6.0000);
Red(0, 255.0000, 255.0000);
Green(0, 200.0000, 255.0000);
Blue(0, 100.0000, 220.0000);
Alpha(0, 32.0000, 32.0000);
StartRotation(0, 1.0000, 3.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(0.1000)
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,-32.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("BILLBOARD");
Texture("starburst");
}
ParticleEmitter("Embers")
{
MaxParticles(10.0000,10.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0010, 0.0010);
BurstCount(10.0000,10.0000);
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()
{
Circle()
{
PositionX(-0.2400,0.2400);
PositionY(0.4800,1.4400);
PositionZ(-0.2400,0.2400);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.9600,0.9600);
VelocityScale(3.6000,6.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.9000, 1.5000);
Red(0, 255.0000, 255.0000);
Green(0, 189.0000, 255.0000);
Blue(0, 89.0000, 128.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -90.0000, 90.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(2.0000)
Accelerate(0.0000, -12.0000, 0.0000);
}
Size(0)
{
LifeTime(1.0000)
Scale(1.5000);
}
Color(0)
{
LifeTime(1.0000)
Reach(193.0000,116.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("dirt");
}
}
}
}
}
}
}[/code]
The bolded area is a section. Each FX file file is actually made up of several different effects put together. What you're doing is your taking out one of those individual effects and copying it over to your other FX file.

Individual effects begin by the line ParticleEmitter("Whatever") and they end with the last } above the next ParticleEmitter line which signals the beginning of a new effect.

In this case, the individual effect bolded is ParticleEmitter("Explosion"). THe following effect is ParticleEmitter("Flames").

If you wanted to copy the explosion to another FX file, copy everything from ParticleEmitter("Explosion") to the } symbol right above ParticleEmitter("Flames"). Then paste that section at the end of your other FX file.

I know its an explosion but the same principles apply.

Does that make sense? :runaway:
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Just a couple of questions about .fx effects

Post by Maveritchell »

Train, he's not talking about particle effects, he's talking about sky .fx. And to answer the questions, no, I don't think there's a list out there (just look through the stock worlds' .fx files), and yes, you can add more than one .fx to the sky (look at the kamino1.fx for example).
MetalcoreRancor
Brigadier General
Brigadier General
Posts: 628
Joined: Thu Jun 07, 2007 11:13 am
Projects :: No Mod project currently.
Games I'm Playing :: swbf origin
xbox live or psn: No gamertag set

Re: Just a couple of questions about .fx effects

Post by MetalcoreRancor »

Yes, I was reffering to the world's .fx, but that doesnt answer my question, unless I can add new effects via naming it like LightningBolt("skybolt")

I'm trying to throw in 2 felucia spores working at once, and a few different fog clouds going at once.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Just a couple of questions about .fx effects

Post by Maveritchell »

You can't rename the effects just to duplicate them; looking at them it appears as though they're strings that represent a certain kind of effect.

And a Felucia spore isn't a world .fx, (I'm not exactly sure what effect you're talking about, but it's not in the .fx file) so I would assume that it can be attached to an object and placed as many times as you want. Likewise, the fog in the .fx file represents the fog over the entire map. If you want specific areas of fog, you should probably just add in props with fog affects attached.
MetalcoreRancor
Brigadier General
Brigadier General
Posts: 628
Joined: Thu Jun 07, 2007 11:13 am
Projects :: No Mod project currently.
Games I'm Playing :: swbf origin
xbox live or psn: No gamertag set

Re: Just a couple of questions about .fx effects

Post by MetalcoreRancor »

This would be the Spores.

Effect("Precipitation")
{
Enable(1);
Type("Quads");
Texture("dag1_mist");
ParticleSize(0.15);
Color(215, 255, 225);
Range(15.0);
Velocity(-1.3);
VelocityRange(1);
PS2()
{
ParticleDensity(18.0);
}
XBOX()
{
ParticleDensity(20.0);
}
PC()
{
ParticleDensity(100.0);
}
ParticleDensityRange(10.0);
CameraCrossVelocityScale(0.5);
CameraAxialVelocityScale(1.0);
AlphaMinMax(0.5, 0.9);
RotationRange(25);
}

I've got them floating upwards.
What I want to do is add another that will be going downwards, with a different tga to have it look different.

Also I tried adding dagobah mist but that didnt work since I dont know how :|
BountyHunterV

Re: Just a couple of questions about .fx effects

Post by BountyHunterV »

Maveritchell wrote:and yes, you can add more than one .fx to the sky (look at the kamino1.fx for example).
good...this was another one of the things i was potentially worried about


okay, so lets say i want to add both rain and snow to my map...do i just copy the .fx files from both mygeeto and kamino and put them together in my world's .fx file? and then of course there is splitting them up into regions...
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Just a couple of questions about .fx effects

Post by Maveritchell »

To be honest, when I posted that, I was unclear on what you were asking. In light of knowing that you want to add say, two types of precipitation, I don't know if that's possible.
MetalcoreRancor
Brigadier General
Brigadier General
Posts: 628
Joined: Thu Jun 07, 2007 11:13 am
Projects :: No Mod project currently.
Games I'm Playing :: swbf origin
xbox live or psn: No gamertag set

Re: Just a couple of questions about .fx effects

Post by MetalcoreRancor »

Oh. Bummer.

I guess I'll just have to keep trying and wait for someone who does know to post here in the mean time.

For the record, you can find my WIP topic labelled The Crazy Zone, for reference as to what Ive done.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Just a couple of questions about .fx effects

Post by Maveritchell »

Not sure what you're waiting for, since you said yourself that you couldn't do it. Like I said, it probably has to do with the fact that the different .fx are represented by specific strings, so that putting in two effects just makes the later effect overwrite the first.
BountyHunterV

Re: Just a couple of questions about .fx effects

Post by BountyHunterV »

crash, there goes my dream...

rain in the water zone, snow in the ice zone, lava embers in the fire zone, felucia fungal spores in the forest zone...ah well
t551
General
General
Posts: 791
Joined: Sat Jul 16, 2005 3:23 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: Just a couple of questions about .fx effects

Post by t551 »

To just have two precipitations everywhere, and maybe in zones, try renaming the second precipitation to "Precipitation1" or something.

It may or may not work, it's just that "Precipitation" is probably not a constant type, since it's in quotes, which usually denotes a String variable.

Then again, I may just be crazy. Really what it all comes down to is that you can only go as far as you experiment. Change different things to see if you can get it to work, or at least fool the engine into making it work.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Just a couple of questions about .fx effects

Post by Maveritchell »

t551 wrote:It may or may not work, it's just that "Precipitation" is probably not a constant type, since it's in quotes, which usually denotes a String variable.
That's what I was saying. Renaming it would probably just create something that the game wouldn't recognize, since it only recognizes the string "Precipitation" as having the properties of precipitation. But sure, try it if you haven't already. I was under the impression that you had.
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: Just a couple of questions about .fx effects

Post by Caleb1117 »

He did try that, and AFAIK it dodn't work.
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

Re: Just a couple of questions about .fx effects

Post by Penguin »

Maveritchell wrote:
t551 wrote:It may or may not work, it's just that "Precipitation" is probably not a constant type, since it's in quotes, which usually denotes a String variable.
That's what I was saying. Renaming it would probably just create something that the game wouldn't recognize, since it only recognizes the string "Precipitation" as having the properties of precipitation. But sure, try it if you haven't already. I was under the impression that you had.
That's also what I said to him on Xfire, great minds think alike o.O
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Just a couple of questions about .fx effects

Post by AceMastermind »

I'm just throwing this out there(I haven't tried it), but what if you tried listing 2 different effects under the same effect string like this(using 2 different "FogCloud" effects as example)
Hidden/Spoiler:
[code]Effect("FogCloud")
{
Enable(1);
Texture("fluffy");
Range(60.0, 100.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.1);
Height(16.0);
ParticleSize(28.0);
ParticleDensity(60.0);
}
{
Enable(1);
Texture("brownmist");
Range(90.0, 120.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.1);
Height(16.0);
ParticleSize(28.0);
ParticleDensity(100.0);
}[/code]
MetalcoreRancor
Brigadier General
Brigadier General
Posts: 628
Joined: Thu Jun 07, 2007 11:13 am
Projects :: No Mod project currently.
Games I'm Playing :: swbf origin
xbox live or psn: No gamertag set

Re: Just a couple of questions about .fx effects

Post by MetalcoreRancor »

I just tried it, and got this thanks to xfire.

Code: Select all

<?xml version="1.0" encoding="utf-8" ?>

<ExceptionReport Version="4">
	<Application Build="28220" Command=""C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\BattlefrontII.exe" "/>
	<OperatingSystem Type="2"><Version Major="5" Minor="1" Build="2600"/></OperatingSystem>
	<Exception Code="C0000005" Address="0067B09D"><Module Section="0001" Offset="0027A09D" FileName="C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\BattlefrontII.exe"/></Exception>
	<Registers EAX="00006653" EBX="F4000000" ECX="000013AD" EDX="00006653" ESI="064A1B49" EDI="03070000" CS="001B" EIP="0067B09D" SS="0023" ESP="0869FF74" EBP="07B70030" DS="0023" ES="0023" FS="003B" GS="0000" Flags="00010203"/>
	<BackTrace>
		<Frame ProgramCounter="0067B09D" StackAddress="0869FF74" FrameAddress="07B70030">
			<Module Section="0001" Offset="0027A09D" FileName="C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\BattlefrontII.exe"/>
		</Frame>
	</BackTrace>
</ExceptionReport>
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Just a couple of questions about .fx effects

Post by AceMastermind »

I'm almost afraid to ask what you did, but what did you try, and what is this "message", and what does Xfire have to do with world fx?
If you mean you tried what I suggested, were there any errors in the munge log or bfront2.log, did your game crash, can you give me more info to work with.
MetalcoreRancor
Brigadier General
Brigadier General
Posts: 628
Joined: Thu Jun 07, 2007 11:13 am
Projects :: No Mod project currently.
Games I'm Playing :: swbf origin
xbox live or psn: No gamertag set

Re: Just a couple of questions about .fx effects

Post by MetalcoreRancor »

Message Severity: 3
c:\battlefront2\main\pebblefl\common\PblConfig.h(30)
PblConfig: invalid config; 'DATA' chunk expected
chunk.GetId() == _ID( 'D', 'A', 'T', 'A' )

Message Severity: 3
c:\battlefront2\main\pebblefl\common\PblConfig.h(35)
PblConfig: invalid config; 'DATA' chunk with invalid string table
m_uiNumArgs*4 + uiStringTableLen <= CONFIG_MAX_DATA_ARGS*4

Bingo.


-Edit-

Here is the code I used in .fx

Code: Select all

Effect("Precipitation")
{
	Enable(1);
	Type("Quads");
	Texture("fx_pollen");
	Color(215, 255, 225);
	Range(15.0);
	Velocity(1.3);
	VelocityRange(1);


	GroundEffect("com_sfx_weap_incinerate_ord");
	GroundEffectSpread(12);
	PS2()
	{
		ParticleDensity(18.0);
	}
	XBOX()
	{
		ParticleDensity(20.0);
	}
	PC()
	{
		ParticleDensity(50.0);
		GroundEffectsPerSec(5);
		ParticleSize(0.05);
		Velocity(2.3);
		StreakLength(3.0);
	}
	ParticleDensityRange(10.0);
	CameraCrossVelocityScale(0.5);
	CameraAxialVelocityScale(1.0);
	AlphaMinMax(0.5, 0.9);
	RotationRange(25);

}
{
        Enable(1);
	Type("Quads");
	Texture("fx_pollen");
	Color(215, 255, 225);
	Range(15.0);
	Velocity(1.3);
	VelocityRange(1);


	GroundEffect("com_sfx_weap_incinerate_ord");
	GroundEffectSpread(12);
	PS2()
	{
		ParticleDensity(18.0);
	}
	XBOX()
	{
		ParticleDensity(20.0);
	}
	PC()
	{
		ParticleDensity(50.0);
		GroundEffectsPerSec(5);
		ParticleSize(0.05);
		Velocity(2.3);
		StreakLength(3.0);
	}
	ParticleDensityRange(10.0);
	CameraCrossVelocityScale(0.5);
	CameraAxialVelocityScale(1.0);
	AlphaMinMax(0.5, 0.9);
	RotationRange(25);

}
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Just a couple of questions about .fx effects

Post by AceMastermind »

OK, so we know you can't have more than 1 of the same fx string, and we also know only 1 data chunk is allowed per string.
Now you could try putting the 2 fx in the same data chunk under the same fx string and see if that works.
In other words, you could try removing the first closing bracket and the second opening bracket, then munge and try it.
You might also be able to remove the second Enable(1); line, since both fx are in the same chunk, they might both be enabled from the first one.

*Once again i'm just throwing out stuff you could experiment with.
Post Reply