Sizing an effect [Solved]

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modmaster13
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Sizing an effect [Solved]

Post by modmaster13 »

Hey! Is there any way I can make the "torchflame" FX file larger?
Hidden/Spoiler:
ParticleEmitter("BlackSmoke")
{
MaxParticles(20000.0000,20000.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.5000, 0.5000);
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(-0.0500,0.0500);
PositionY(0.1000,0.2500);
PositionZ(-0.0500,0.0500);
}
Offset()
{
PositionX(-0.2500,0.2500);
PositionY(0.5000,0.7500);
PositionZ(-0.2500,0.2500);
}
PositionScale(0.5000,0.5000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.2500, 0.5000);
Red(0, 200.0000, 200.0000);
Green(0, 200.0000, 200.0000);
Blue(0, 200.0000, 200.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, -70.0000, 0.0000);
RotationVelocity(0, -40.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(2.0000);
Position()
{
LifeTime(2.0000)
Accelerate(0.0000, 2.5000, 0.0000);
}
Size(0)
{
LifeTime(2.0000)
Scale(3.0000);
}
Color(0)
{
LifeTime(0.5000)
Reach(128.0000,128.0000,128.0000,48.0000);
Next()
{
LifeTime(1.5000)
Reach(0.0000,0.0000,0.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("com_sfx_smoke1");
}
ParticleEmitter("Embers")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.2500, 0.7500);
BurstCount(1.0000,1.5500);
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(-0.1500,0.1500);
PositionY(0.5000,1.2500);
PositionZ(-0.1500,0.1500);
}
Offset()
{
PositionX(-0.2500,0.2500);
PositionY(0.0000,0.2500);
PositionZ(-0.2500,0.2500);
}
PositionScale(0.0000,0.1500);
VelocityScale(0.1000,0.4000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.0250, 0.0750);
Red(0, 255.0000, 255.0000);
Green(0, 191.0000, 202.5700);
Blue(0, 50.0000, 135.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -20.0000, 20.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(6.0000);
Position()
{
LifeTime(6.0000)
Accelerate(0.0000, 1.0000, 0.0000);
}
Size(0)
{
LifeTime(6.0000)
Scale(0.0500);
}
Color(0)
{
LifeTime(0.5000)
Move(255.0000,191.0000,50.0000,255.0000);
Next()
{
LifeTime(5.5000)
Reach(0.0000,0.0000,0.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flames1");
}
ParticleEmitter("Flame1")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
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(0.0000,0.0000);
PositionY(0.5000,1.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
PositionScale(0.1000,0.1000);
VelocityScale(1.0000,2.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1500, 0.2000);
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, 20.0000);
RotationVelocity(0, -80.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(1.0000)
Reach(0.0000, 0.0000, 0.0000);
}
Size(0)
{
LifeTime(1.0000)
Scale(0.2500);
}
Color(0)
{
LifeTime(0.1000)
Reach(255.0000,255.0000,255.0000,180.0000);
Next()
{
LifeTime(0.6000)
Reach(100.0000,0.0000,0.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flames1");
}
ParticleEmitter("Flame2")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
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(0.0000,0.0000);
PositionY(0.5000,0.8000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
PositionScale(0.1000,0.1000);
VelocityScale(1.0000,2.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.2000, 0.2500);
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, 20.0000);
RotationVelocity(0, -80.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(1.0000)
Reach(0.0000, 0.0000, 0.0000);
}
Size(0)
{
LifeTime(1.0000)
Scale(0.2500);
}
Color(0)
{
LifeTime(0.1000)
Reach(255.0000,255.0000,255.0000,180.0000);
Next()
{
LifeTime(0.6000)
Reach(100.0000,0.0000,0.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flames2");
}
ParticleEmitter("Flame3")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
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(0.0000,0.0000);
PositionY(0.2500,1.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
PositionScale(0.1000,0.1000);
VelocityScale(1.0000,2.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.2500, 0.3000);
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, 20.0000);
RotationVelocity(0, -80.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(1.0000)
Reach(0.0000, 0.0000, 0.0000);
}
Size(0)
{
LifeTime(1.0000)
Scale(0.2500);
}
Color(0)
{
LifeTime(0.1000)
Reach(255.0000,255.0000,255.0000,180.0000);
Next()
{
LifeTime(0.6000)
Reach(100.0000,0.0000,0.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flames3");
}
}
}
}
}
}
fasty
1st Lieutenant
1st Lieutenant
Posts: 438
Joined: Thu Apr 15, 2010 4:17 am
Projects :: Server modding
Games I'm Playing :: SWBF2
Contact:

Re: Sizing an effect

Post by fasty »

Open it up in Particle Editor.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Sizing an effect

Post by AQT »

It is not necessary to use Particle Editor to resize an effect, but one can. Otherwise, simply open up the .fx file in Notepad, and search for all instances of:

Code: Select all

Size(1.0000, 1.0000);
Increase or decrease both values to resize the effect uniformly. Be sure to do this for every ParticleEmitter section.
modmaster13
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Posts: 777
Joined: Wed Aug 18, 2010 4:23 pm
Games I'm Playing :: COD SWBF
xbox live or psn: KrypticcElementt
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Contact:

Re: Sizing an effect

Post by modmaster13 »

:thumbs: :bowdown: :wink:
Hidden/Spoiler:
Image
THEWULFMAN
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Re: Sizing an effect

Post by THEWULFMAN »

:shock: That looks epic, what is that?
modmaster13
General
General
Posts: 777
Joined: Wed Aug 18, 2010 4:23 pm
Games I'm Playing :: COD SWBF
xbox live or psn: KrypticcElementt
Location: Twitter @_KrypticElement
Contact:

Re: Sizing an effect

Post by modmaster13 »

THEWULFMAN wrote::shock: That looks epic, what is that?
It's just a test map, why?
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
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Location: Columbus, Ohio
Contact:

Re: Sizing an effect

Post by THEWULFMAN »

modmaster13 wrote:
THEWULFMAN wrote::shock: That looks epic, what is that?
It's just a test map, why?

Because that building is awesome. I was talking about the model. Where did you get that, or did you make it? :wink:
modmaster13
General
General
Posts: 777
Joined: Wed Aug 18, 2010 4:23 pm
Games I'm Playing :: COD SWBF
xbox live or psn: KrypticcElementt
Location: Twitter @_KrypticElement
Contact:

Re: Sizing an effect

Post by modmaster13 »

THEWULFMAN wrote:
modmaster13 wrote:
THEWULFMAN wrote::shock: That looks epic, what is that?
It's just a test map, why?

Because that building is awesome. I was talking about the model. Where did you get that, or did you make it? :wink:
Hidden/Spoiler:
Image
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