I am using a modification of the smoke from the wrecked ship on Geonosis for a Volcanic smoke effect for Mustofar... the problem is, like the smoke on Geonosis, the smoke stops after about a minute, and I can't seem to find the master lifetime control. I can see a lot of lifetime parameters, but they all appear to be for lesser parts of the effect.
Anyone know which one it is?
ParticleEmitter("Smoke")
{
MaxParticles(10000.0000,10000.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.2000, 0.4000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(40.0);
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(-0.4000,0.4000);
PositionY(3.0000,4.0000);
PositionZ(-0.4000,0.4000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(1.5000,1.5000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 5.0000, 7.7500);
Red(0, 175.0000, 175.0000);
Green(0, 117.0000, 117.0000);
Blue(0, 78.0000, 78.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, -30.0000, 30.0000);
RotationVelocity(0, -10.0000, 10.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(10.0000);
Position()
{
LifeTime(3.0000)
Accelerate(2.0000, -0.1000, 0.0000);
}
Size(0)
{
LifeTime(10.0000)
Scale(3.0000);
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,170.0000);
Next()
{
LifeTime(9.0000)
Reach(175.0000,117.0000,78.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("underlitesmoke2");
}
ParticleEmitter("Smoke")
{
MaxParticles(10000.0000,10000.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.2000, 0.4000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
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(-1.0000,1.0000);
PositionY(3.0000,4.0000);
PositionZ(-1.0000,1.0000);
}
Offset()
{
PositionX(-3.0000,3.0000);
PositionY(-1.0000,1.0000);
PositionZ(-3.0000,3.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(1.5000,1.5000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 4.7500);
Red(0, 175.0000, 175.0000);
Green(0, 117.0000, 117.0000);
Blue(0, 78.0000, 78.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, -30.0000, 30.0000);
RotationVelocity(0, -10.0000, 10.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(10.0000);
Position()
{
LifeTime(3.0000)
Accelerate(2.0000, -0.1000, 0.0000);
}
Size(0)
{
LifeTime(10.0000)
Scale(4.0000);
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,170.0000);
Next()
{
LifeTime(9.0000)
Reach(175.0000,117.0000,78.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("underlitesmoke2");
}
}
}
Particle editor help...
Moderator: Moderators
-
CGArtist
-
Qdin
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
hmm... I DONT have any experience with this, but here is my guess:
LifeTime(10.0000);
Position()
{
LifeTime(3.0000)
Accelerate(2.0000, -0.1000, 0.0000);
}
Size(0)
{
LifeTime(10.0000)
Scale(3.0000);
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,170.0000);
Next()
{
LifeTime(9.0000)
Reach(175.0000,117.0000,78.0000,0.0000);
- LifeTime(10.0000)
Scale(3.0000); - hmm... I'd guess, it means how much it will be scaled on the axis's, and the LifeTime indicates, how long time it will take to scale into the 'result' - or else it means HOW long time it will stay scaled in "3"...
- LifeTime(10.0000);
Position() - well, I'd just say this is where the smoke is gonna be placed to/from - I mean if it on a moving building, or from underground.
- LifeTime(3.0000)
Accelerate(2.0000, -0.1000, 0.0000); - I guess this shows how much it will gain speed on the 3 axis's - X, Y and Z, (I dont know if its written right) but add more, to increase the speed.
- LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,170.0000);
Next() - hmm... the Move is probably showing where the Smoke is gonna fly at - and/or which direction, and shows about how long time it will take to reach the "result" or how long time the "result" will be at '170.0000'
- LifeTime(9.0000)
Reach(175.0000,117.0000,78.0000,0.0000); - although, I'll guess this indicates where the smoke is flying at/what direction.
hmm... I hope you can use this, CG
and tell me if I'm right
and btw, I guess thoose 'LifeTime(X.XXXX)' should be shanged, so the number is on something higher - this depends on what parameter
was I close? or what? because I've NEVER seen that kind of script - and its kinda confusing, so I just guessed, but was I close???
lol
C ya
LifeTime(10.0000);
Position()
{
LifeTime(3.0000)
Accelerate(2.0000, -0.1000, 0.0000);
}
Size(0)
{
LifeTime(10.0000)
Scale(3.0000);
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,170.0000);
Next()
{
LifeTime(9.0000)
Reach(175.0000,117.0000,78.0000,0.0000);
- LifeTime(10.0000)
Scale(3.0000); - hmm... I'd guess, it means how much it will be scaled on the axis's, and the LifeTime indicates, how long time it will take to scale into the 'result' - or else it means HOW long time it will stay scaled in "3"...
- LifeTime(10.0000);
Position() - well, I'd just say this is where the smoke is gonna be placed to/from - I mean if it on a moving building, or from underground.
- LifeTime(3.0000)
Accelerate(2.0000, -0.1000, 0.0000); - I guess this shows how much it will gain speed on the 3 axis's - X, Y and Z, (I dont know if its written right) but add more, to increase the speed.
- LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,170.0000);
Next() - hmm... the Move is probably showing where the Smoke is gonna fly at - and/or which direction, and shows about how long time it will take to reach the "result" or how long time the "result" will be at '170.0000'
- LifeTime(9.0000)
Reach(175.0000,117.0000,78.0000,0.0000); - although, I'll guess this indicates where the smoke is flying at/what direction.
hmm... I hope you can use this, CG
and btw, I guess thoose 'LifeTime(X.XXXX)' should be shanged, so the number is on something higher - this depends on what parameter
was I close? or what? because I've NEVER seen that kind of script - and its kinda confusing, so I just guessed, but was I close???
C ya
-
CarbineImpulse
I'm totally new to modding and I'm still finind my way round and getting the hang of tools etc... seeing all the great stuff that's been done is really insipring however I've got one stumbling block and that's that I don't really know the basics I guess. Changing terrain etc.. in zeroeditor is easy but what do I do if I want to add low level mist to a world, or rain or.... well you get the picture. I see all the shipped effects and the coding as per CGArtists and Qdin's posts above but where does that go? in the world1.req or??? Probably been answered before somewhere but I've tried looking almost everywhere using the search. A link to a "Dummy's guide to modding" or something would be cool. General attempts to try stuff using script editing doesn't seem to work. Renaming whatever sky you want to be as SKY_geonosis.tga (or whatever) is ok, however when editing the dome (I think) in the sky file so that SKY_geonosis.tga reads "whateverIhaveactuallycalledtheskyfile.tga" it just rejects it. Anyway many issues I guess, effects are a mystery to me and any help would be great. 
-
Qdin
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
lol, I'm not the man to ask
I just posted what I thought were right
hey, was I close...? lol
well, just create a map, and ask if there's anything - but I'd put the Special Effects as a Final to end the map
lol, juset focus on ALL the other things, and then you're ready to know the secrets of Mist - LOL
C ya - and forget the effects for now
well, just create a map, and ask if there's anything - but I'd put the Special Effects as a Final to end the map
C ya - and forget the effects for now
-
CarbineImpulse
Yeah probably a wise move that.... "ahh, walk before you can run you must." Only figured out yesterday that W, S, A & D actually let you zoom in and out and move etc.. in Zeroeditor, prior to that I've been using the mouse in the bottom righthand box, arrow keys and repeatedly changing the camera setup, but I guess it's all part of the learning process maybe effects was jumping the gun a bit but seeing what's possible, like in the bounty hunter map (or in many others) just makes you want to produce something just as good or at least in the same ball park. Also got to figure out to stop my AI men from just running into walls and trying on carrying to run through them like a bunch of demented ants... perhaps instead of "artificial intelligence" characters mine should just be labelled "artificial" characters. 
- ShadowHawk
- Old School Staff
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- Joined: Mon Feb 21, 2005 4:54 am
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