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FX help - a consististent object during entire fx

Posted: Thu Aug 19, 2010 12:10 pm
by Teancum
So here's the story - I've updated a bit of Zerted's code for adding jetpacks for the Xbox mod. Basically it adds a jetpack via GeometryAddon. Of course the issue lies in once you activate the jetpack the addon goes away (which is by design). So what I need is a generic effect inside the Rep Jetrooper FX that just sits there the whole time. Problem is it can't be a msh, because mshs crash Particle Editor. So I have to go back into the fx file afterward via Notepad and make that effect a msh. Can anyone help on this one? The only FX I've done is the FX for Durge's jetpack (which is just a reposition). I know the Geonosian wings are msh fx, I'm just lost as to how to get this all together

Any help would be greatly appreciated. I stink at FX :thumbs:

Re: FX help - a consististent object during entire fx

Posted: Thu Aug 19, 2010 12:31 pm
by kinetosimpetus
Here's an excerpt of my fx with a jetpack msh.
Hidden/Spoiler:
[code]
ParticleEmitter("JetpackMesh")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0100, 0.0100);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
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()
{
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, 1.0000, 1.0000);
Red(0, 225.5883, 225.5883);
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(0.0100);
Position()
{
LifeTime(0.2500)
}
Size(0)
{
LifeTime(1.0000)
Scale(1.0000);
}
Color(0)
{
LifeTime(0.1500)
}
}
Geometry()
{
BlendMode("NORMAL");
Type("GEOMETRY");
Model("kin_skytrooper_pack_up");
}
}[/code]
The msh itself is lined up just like an addon msh jetpack would be of course.

AceMastermind posted instructions to get a msh working in PE somewhere. You have to put the munged model files in a munged folder wherever PE is.

EDIT: here -> http://www.gametoast.com/forums/viewtop ... 95#p188095