Particle editor effects not working- (Still)

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elfie
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Particle editor effects not working- (Still)

Post by elfie »

So I screwed around with the default com_sfx_explosion_xl in Particle editor. I saved it with a different name as com_sfx_explosion_custom. I then put it in my common/effects folder and in the ""_exp file i put the effect in like so:
Hidden/Spoiler:
[code][ExplosionClass]
ClassLabel = "explosion"

[Properties]
WaterEffect = "watersplash_lg"

Damage = "460.0"
DamageRadiusInner = "2.0"
DamageRadiusOuter = "5.0"

Push = "10.0"
PushRadiusInner = "7.0"
PushRadiusOuter = "7.0"

Shake = "0.75"
ShakeLength = "0.75"
ShakeRadiusInner = "6.0"
ShakeRadiusOuter = "12.0"

Effect = "com_sfx_explosion_custom"
WaterEffect = "watersplash_lg"
Decal = "decal_explosion"
LightColor = "255 150 100 255"
LightRadius = "7.0"
LightDuration = "1.0"

VehicleScale = "1.4"
PersonScale = "0.25"
DroidScale = "0.25"
BuildingScale = "1.0"
AnimalScale = "0.25"

SoundProperty = "com_weap_inf_conc_grenade_exp"
[/code]
Then I munge it go ingame and there is no effects when My grenade explodes. Did I miss something?

Here is the fx file if you need to see it:
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(1100.0000);
MinLodDist(1000.0000);
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, 3.5000, 3.5000);
Red(0, 255.0000, 255.0000);
Green(0, 232.0000, 233.0000);
Blue(0, 200.0000, 202.0000);
Alpha(0, 64.0000, 64.0000);
StartRotation(0, 0.0000, 1.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.5000);
Position()
{
LifeTime(0.5000)
}
Size(0)
{
LifeTime(0.5000)
Scale(10.0000);
}
Color(0)
{
LifeTime(0.5000)
Move(0.0000,0.0000,0.0000,-64.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("BILLBOARD");
Texture("com_sfx_flashring1");
}
ParticleEmitter("Explosion")
{
MaxParticles(6.0000,6.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0010, 0.0010);
BurstCount(6.0000,6.0000);
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(-2.0000,2.0000);
PositionY(0.2500,3.0000);
PositionZ(-2.0000,2.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(1.5000,1.5000);
VelocityScale(7.5000,22.5000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.7000, 5.4000);
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(2.5000);
Position()
{
LifeTime(1.2500)
}
Size(0)
{
LifeTime(1.8750)
}
Color(0)
{
LifeTime(0.0000)
Reach(255.0000,70.0000,70.0000,255.0000);
}
}
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(-2.7000,2.7000);
PositionY(-2.7000,2.7000);
PositionZ(-2.7000,2.7000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(1.3500,1.3500);
InheritVelocityFactor(0.2500,0.2500);
Size(0, 1.7500, 2.5000);
Hue(0, 0.0000, 0.0000);
Saturation(0, 0.0000, 0.0000);
Value(0, 20.0000, 100.0000);
Alpha(0, 0.0000, 128.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -90.0000, 90.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.8750);
Position()
{
LifeTime(1.8750)
Scale(0.0000);
}
Size(0)
{
LifeTime(0.3125)
Scale(2.5000);
Next()
{
LifeTime(1.5625)
Scale(2.5000);
}
}
Color(0)
{
LifeTime(0.1250)
Move(0.0000,0.0000,0.0000,128.0000);
Next()
{
LifeTime(1.7500)
Move(0.0000,0.0000,50.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("com_sfx_smoke2");
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(-7.0875,7.0875);
PositionY(-7.0875,7.0875);
PositionZ(-7.0875,7.0875);
}
Offset()
{
PositionX(-0.3546,0.3546);
PositionY(-0.3546,0.3546);
PositionZ(-0.3546,0.3546);
}
PositionScale(0.0000,0.0000);
VelocityScale(7.0875,7.0875);
InheritVelocityFactor(0.2000,0.2000);
Size(0, 3.5439, 4.9614);
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(1.8750);
Position()
{
LifeTime(1.8750)
Scale(0.0000);
}
Size(0)
{
LifeTime(2.5000)
Scale(6.0000);
}
Color(0)
{
LifeTime(0.1250)
Move(0.0000,0.0000,0.0000,255.0000);
Next()
{
LifeTime(1.7500)
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(-2.7000,2.7000);
PositionY(-2.7000,2.7000);
PositionZ(-2.7000,2.7000);
}
Offset()
{
PositionX(-0.2700,0.2700);
PositionY(-0.2700,0.2700);
PositionZ(-0.2700,0.2700);
}
PositionScale(0.0000,0.0000);
VelocityScale(2.7000,2.7000);
InheritVelocityFactor(0.2500,0.2500);
Size(0, 0.2700, 0.5400);
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(1.2500);
Position()
{
LifeTime(1.2500)
Scale(0.0000);
}
Size(0)
{
LifeTime(0.1250)
Scale(4.0000);
Next()
{
LifeTime(1.1250)
Scale(3.0000);
}
}
Color(0)
{
LifeTime(0.1250)
Move(0.0000,-40.0000,-50.0000,128.0000);
Next()
{
LifeTime(0.6250)
Move(128.0000,-40.0000,-50.0000,-128.0000);
Next()
{
LifeTime(0.5000)
Move(128.0000,-50.0000,-50.0000,-128.0000);
}
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("com_sfx_explosion1");
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(-7.0875,7.0875);
PositionY(-7.0875,7.0875);
PositionZ(-7.0875,7.0875);
}
Offset()
{
PositionX(-0.3546,0.3546);
PositionY(-0.3546,0.3546);
PositionZ(-0.3546,0.3546);
}
PositionScale(0.0000,0.0000);
VelocityScale(10.1250,10.1250);
InheritVelocityFactor(0.1000,0.1000);
Size(0, 1.4175, 2.8350);
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(1.5625);
Position()
{
LifeTime(1.8750)
Scale(0.0000);
}
Size(0)
{
LifeTime(1.5625)
Scale(5.0000);
}
Color(0)
{
LifeTime(0.0125)
Move(0.0000,0.0000,0.0000,48.0000);
Next()
{
LifeTime(1.5500)
Move(0.0000,0.0000,0.0000,-64.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("thicksmoke3");
}
}
}
}
}
}
ParticleEmitter("Flare")
{
MaxParticles(5.0000,5.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0000, 0.0000);
BurstCount(5.0000,5.0000);
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, 7.6000, 7.6000);
Red(0, 255.0000, 255.0000);
Green(0, 100.0000, 240.0000);
Blue(0, 100.0000, 200.0000);
Alpha(0, 128.0000, 128.0000);
StartRotation(0, 1.0000, 1.9000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.2500);
Position()
{
LifeTime(1.2500)
}
Size(0)
{
LifeTime(0.1250)
}
Color(0)
{
LifeTime(1.2500)
Move(0.0000,0.0000,0.0000,-128.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("BILLBOARD");
Texture("com_sfx_flashball3");
}
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(-0.7500,0.7500);
PositionY(0.7500,3.0000);
PositionZ(-0.7500,0.7500);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(1.5000,1.5000);
VelocityScale(6.0000,10.5000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 1.5000, 4.5000);
Red(0, 255.0000, 255.0000);
Green(0, 143.0000, 143.0000);
Blue(0, 89.0000, 89.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -90.0000, 90.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.2500);
Position()
{
LifeTime(1.2500)
Accelerate(0.0000, -15.0000, 0.0000);
}
Size(0)
{
LifeTime(1.2500)
Scale(1.5000);
}
Color(0)
{
LifeTime(1.2500)
Move(0.0000,-100.0000,-100.0000,-255.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_dirt1");
}
ParticleEmitter("Sparks")
{
MaxParticles(10.0000,10.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0010, 0.0010);
BurstCount(5.0000,5.0000);
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(-1.5000,1.5000);
PositionY(0.0000,1.5000);
PositionZ(-1.5000,1.5000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(1.5000,4.5000);
VelocityScale(3.0000,33.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.0375, 0.0750);
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(2.5000);
Position()
{
LifeTime(2.5000)
Accelerate(0.0000, -45.0000, 0.0000);
}
Size(0)
{
LifeTime(2.5000)
Scale(0.0000);
}
Color(0)
{
LifeTime(2.5000)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("SPARK");
SparkLength(0.0500);
Texture("com_sfx_laser_orange");
}
}
}
}
}
}
[/code]
    Last edited by elfie on Fri Jul 11, 2008 4:38 pm, edited 1 time in total.
    User avatar
    tsurugi13
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    Re: Particle editor effects not working

    Post by tsurugi13 »

    Try a manual clean, then make sure that the side using the grenade has that effect set too.
    Caleb1117
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    Re: Particle editor effects not working

    Post by Caleb1117 »

    Make an Effects folder in Worlds/ABC, and put the effect and it's needed textures there.

    You can figure out what textures it uses, by opening the .fx file, and looking under the geometry section for each part of the effect.
    Hidden/Spoiler:
    ParticleEmitter("Shockwave")
    {
    MaxParticles(1.0000,1.0000);
    StartDelay(0.0000,0.0000);
    BurstDelay(0.0010, 0.0010);
    BurstCount(1.0000,1.0000);
    MaxLodDist(1100.0000);
    MinLodDist(1000.0000);
    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, 3.5000, 3.5000);
    Red(0, 255.0000, 255.0000);
    Green(0, 232.0000, 233.0000);
    Blue(0, 200.0000, 202.0000);
    Alpha(0, 64.0000, 64.0000);
    StartRotation(0, 0.0000, 1.0000);
    RotationVelocity(0, 0.0000, 0.0000);
    FadeInTime(0.0000);
    }
    Transformer()
    {
    LifeTime(0.5000);
    Position()
    {
    LifeTime(0.5000)
    }
    Size(0)
    {
    LifeTime(0.5000)
    Scale(10.0000);
    }
    Color(0)
    {
    LifeTime(0.5000)
    Move(0.0000,0.0000,0.0000,-64.0000);
    }
    }
    Geometry()
    {
    BlendMode("ADDITIVE");
    Type("BILLBOARD");
    Texture("com_sfx_flashring1");
    }
    User avatar
    elfie
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    Re: Particle editor effects not working

    Post by elfie »

    Did what you said but unfortunatley nothing changed. I thought that time it would work too.

    EDIT: I think i know what the problem is, I have water in my map so should I change the name of the effects folder?
    Caleb1117
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    Re: Particle editor effects not working

    Post by Caleb1117 »

    elfie wrote:
    EDIT: I think i know what the problem is, I have water in my map so should I change the name of the effects folder?
    Uhm no. Why would you?
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    elfie
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    Re: Particle editor effects not working- (Still)

    Post by elfie »

    I don't know, just sometimes when I changed the names of the folders things work right sometimes. It was just a thought. I don't know what else to do, I am obviously doing something wrong or else I wouldn't be having this problem.
    Post Reply