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Sizing an effect [Solved]

Posted: Sat Mar 19, 2011 10:47 pm
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");
}
}
}
}
}
}

Re: Sizing an effect

Posted: Sat Mar 19, 2011 11:29 pm
by fasty
Open it up in Particle Editor.

Re: Sizing an effect

Posted: Sat Mar 19, 2011 11:55 pm
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.

Re: Sizing an effect

Posted: Sun Mar 20, 2011 12:16 pm
by modmaster13
:thumbs: :bowdown: :wink:
Hidden/Spoiler:
Image

Re: Sizing an effect

Posted: Sun Mar 20, 2011 12:18 pm
by THEWULFMAN
:shock: That looks epic, what is that?

Re: Sizing an effect

Posted: Sun Mar 20, 2011 1:52 pm
by modmaster13
THEWULFMAN wrote::shock: That looks epic, what is that?
It's just a test map, why?

Re: Sizing an effect

Posted: Sun Mar 20, 2011 2:01 pm
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:

Re: Sizing an effect

Posted: Sun Mar 20, 2011 2:52 pm
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