Creating .Fx files

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Astute
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Creating .Fx files

Post by Astute »

Is it possible to create .Fx files? I saw a particle editor, but it doesn't seem to work properly. I was looking to get a beam effect like the cis walker has, but make it a damage effect instead.
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RE: Creating .Fx files

Post by Leviathan »

Download this Particle Editor's update and follow instructions included with it : http://www.secretsociety.com/forum/down ... Update.zip
Next, copy the file named "binkw32.dll" - Make a search in SWBF folders to find it - in the same path as Particle Editor...
Now, this program should work properly...
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Post by Astute »

thx, now all i need to do is make the beam do damage and i'm set
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Post by Leviathan »

You should wait for a reply of an expert modder... I'm not a specialist of this kind of question... :wink:
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Post by Astute »

hmm, it seems that the instructions that come with it don't work.
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Post by Saturn_V »

The updated particle editor definately works.
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Post by Leviathan »

Strange... Those instructions have worked for me... :(
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Post by Astute »

These are the instructions i'm following

"In order for the particle editor to work it makes use of the game engine
so you must create a directory under BFBuilder\Data\ called _lvl_pc and copy
the core.lvl file in your game install gamedata directory into the _lvl_pc
folder, much like it is with the intstalled game."

I've done that as well as copy the binkw32.dll into it and it still crashes on startup.
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Post by Leviathan »

Well, this is a re-written read-me :
  • Create a folder named "_LVL_PC" in this directory : "BFBuilder\Data".
  • Once done, copy the "core.lvl" file located in one of SWBF folders. (Just make a search to find it...)
  • Next, copy the "binkw32.dll" file in the same folder as Particle Editor. ("BFBuilder\ToolsFL\Bin")
Hope it will work...
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Post by Astute »

ah now i see what i did wrong, i miss took the directions to place the particle editor and binkw32.dll in the data folder instead of the bin folder. Thx for the help, hopfully i can get some good fx out of this
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Post by Leviathan »

Gald to see it works, now... :)
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