JostVice Posted December 26, 2007 Share Posted December 26, 2007 (edited) Hello there... as I said, here is the tut for creating new particle effects, I will explain also the structure of them (or well, the parameters)You need to know how to export 2dfx with DexX script, I wont explain it here...So first, open your effects.fxp file that is in models folder. that file can be opened with notepad and such, lets copy one of the existing files, I used PRT_sand.Copy from the start to the end, It usually starts on: FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_sand.fxsNAME: prt_sand and end with: LODSTART: 30.000LODEND: 50.000OMITTEXTURES: 0TXDNAME: NOTXDSETFX_SYSTEM_DATA:109 Paste it where you want, just be sure it doesnt 'cut' any other particle system, then rename it to your one: FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_JV.fxsNAME: prt_JV Notice: The filename is ignored, its a path on R*s network disk but can help for identifying the particle system.Now you have your particle system created, nice. lets spawn it then edit.Go to your 3d max script folder, and find the SAparticle.ini: open it with notepad or any of those and search for: numparticlesys=82 Thats the number of particle systems in the game, so just change it to 83Search again for [particlesystems], you will see a list of particle effects, go to the end and add your one: psys83=prt_JV Done. save the ini and launch 3d Studio Max, now you will see your effect in the particle rollout you should go test it so you're sure it worked.I will explain now the structure of the particle system.... FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_JV.fxsNAME: prt_JVLENGTH: 5.000LOOPINTERVALMIN: 0.000LENGTH: 5.000PLAYMODE: 2CULLDIST: 50.000BOUNDINGSPHERE: 0.0 0.0 0.0 0.0NUM_PRIMS: 1FX_PRIM_EMITTER_DATA: filename and name explained before. Those lenghts parameters and loop I dont know what are... I tried changing playmode without any effect and same with culldist. NUM_PRIMS looks like the number of particle effects in each system (you can have more than one, like over explosions you have the fire and the dark smoke) FX_PRIM_BASE_DATA:NAME: ParticleEmitterMATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000TEXTURE: fireballTEXTURE2: NULLTEXTURE3: NULLTEXTURE4: NULLALPHAON: 1SRCBLENDID: 4DSTBLENDID: 5 I dont know what is the matrix for, not the position/rotation.DexX explained to me sometime ago something about the textures.. I dont remember well, its just texture used, they are in effectsPC.txd in your models folder, dont know if it can load from other TXDsThe alphaon parameter is easy: if 1, alpha loaded, if 0: no alphahttp://i144.photobucket.com/albums/r161/JostVice/noalphalol.jpgthe two 'blendid' parameters looks like D3d blend types:http://msdn2.microsoft.com/en-us/library/bb172508(VS.85).aspx NUM_INFOS: 6FX_INFO_EMLIFE_DATA:LIFE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 9.000BIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 5.000 Thats the 'life' of the particle (time in ms for the particle to be killed (usually it fades))For example this effect are 9000 ms, I dont know what is the bias for. FX_INFO_EMROTATION_DATA:ANGLEMIN:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000ANGLEMAX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 360.000 Thats the rotation of the texture (in degress) FX_INFO_FORCE_DATA:TIMEMODEPRT: 1FORCEX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.050FORCEY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FORCEZ:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.150 The force is the direction of the particle. You can check here that a X force of 0.050 and a Z force of 0.150 make this: http://i144.photobucket.com/albums/r161/JostVice/wowa.jpg You can also change the 'force' via time. Just increase the num_keys FX_INFO_ROTSPEED_DATA:TIMEMODEPRT: 1MINCW:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 50.000MAXCW:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 100.000MINCCW:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 50.000MAXCCW:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 100.000 Thats the rotation speed, I didnt test with it yet. FX_INFO_COLOUR_DATA:TIMEMODEPRT: 1RED:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 4FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.100VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.600VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.900VAL: 0.000GREEN:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 4FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.100VAL: 215.000FX_KEYFLOAT_DATA:TIME: 0.600VAL: 210.000FX_KEYFLOAT_DATA:TIME: 0.900VAL: 0.000BLUE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 4FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.100VAL: 84.000FX_KEYFLOAT_DATA:TIME: 0.600VAL: 0.000FX_KEYFLOAT_DATA:TIME: 0.900VAL: 0.000ALPHA:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 4FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_KEYFLOAT_DATA:TIME: 0.100VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.600VAL: 0.000FX_KEYFLOAT_DATA:TIME: 0.900VAL: 0.000 Thats the code (in RGB) and alpha. Check that they are on 'frames' as in time 0.000 there is an value and in 0.600 another one. FX_INFO_SIZE_DATA:TIMEMODEPRT: 1SIZEX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.500FX_KEYFLOAT_DATA:TIME: 1.000VAL: 3.000SIZEY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.500FX_KEYFLOAT_DATA:TIME: 1.000VAL: 3.000SIZEXBIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.500FX_KEYFLOAT_DATA:TIME: 1.000VAL: 1.500SIZEYBIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 1.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 1.500 The size of particle effect, you can also change the value via the time like in color and force so you have that at the start its pretty small and then get bigger.Well, i'm done. I hope I didnt miss something and that all was clear, anyway if need help or you foind that i'm wrong on something i will like to know Edited October 16, 2016 by Seemann RyanDri3957V 1 Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/ Share on other sites More sharing options...
Arvis Posted December 26, 2007 Share Posted December 26, 2007 Thanks, i'll try this method! Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057356970 Share on other sites More sharing options...
coin-god Posted December 27, 2007 Share Posted December 27, 2007 Nice way to make particles, really nice way. Good job Jost Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057358140 Share on other sites More sharing options...
DexX Posted December 27, 2007 Share Posted December 27, 2007 SRCBLENDID: 4DSTBLENDID: 5 The 4 and the 5 should correspond to D3d blend types; http://msdn2.microsoft.com/en-us/library/b...508(VS.85).aspx So it's actually this; SRCBLENDID: D3DBLEND_INVSRCCOLOR = 4DSTBLENDID: D3DBLEND_SRCALPHA = 5 The blend modes are enumerated so if you test some of the other blending modes, make sure you only put the number, and not the "D3DBLEND_*" text. Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057358170 Share on other sites More sharing options...
JostVice Posted December 27, 2007 Author Share Posted December 27, 2007 Added that info, dexx. I think that is correct though, maybe needs more testing Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057358192 Share on other sites More sharing options...
oCain Posted January 4, 2008 Share Posted January 4, 2008 (edited) Hi...first of all...Nice Tut! I've got some additional info's... NUM_PRIMS: 1 Is the number of how many ParticleEmitter(FX_PRIM_BASE_DATA:) used by the FX, for example take a look at 'explosion_large'...there are 3 in use. NUM_INFOS: 11 I don't really know how importent it is, but it's the number of how many Fx_Data sections used by an Emitter. FX_INFO_EMLIFE_DATA:LIFE:...VAL: 15.000BIAS:...VAL: 15.000 The 'BIAS' value is a kind of +/- value, if you set it to 0.000 the particle will 'die' exactly at the 'LIFE' value. Btw...all sections that begins with 'FX_INFO_EM...' are Emitter info sections. FX_INFO_EMSIZE_DATA:RADIUS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000SIZEMINX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: -20.000SIZEMAXX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 20.000SIZEMINY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: -20.000SIZEMAXY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 20.000SIZEMINZ:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000SIZEMAXZ:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000 This one is for the Emitter size, in this example it's a 40x40 plane...but you can also use the 'RADIUS' value. Both together doesn't work. FX_INFO_EMRATE_DATA:RATE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 1500.000 How many particles the emitter will spit out. Don't know the limit...and never count them. Some misc stuff... FX_INFO_NOISE_DATA:TIMEMODEPRT: 1NOISE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 2.000 This makes the particle flow...ehm...noisy. FX_INFO_FRICTION_DATA:TIMEMODEPRT: 1FRICTION:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.970 FX_INFO_WIND_DATA:TIMEMODEPRT: 1WINDFACTOR:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.500 Nice to play with. FX_INFO_UNDERWATER_DATA:TIMEMODEPRT: 1 Underwater only...for example 'prt_bubble' That's all...for now...I think. I hope it was ok to post it in here and sorry for my silly english. Greetz! Edited January 4, 2008 by oCain bjeremii 1 Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057380122 Share on other sites More sharing options...
Gtapoptart Posted January 5, 2008 Share Posted January 5, 2008 Hi...first of all...Nice Tut! I've got some additional info's... NUM_PRIMS: 1 Is the number of how many ParticleEmitter(FX_PRIM_BASE_DATA:) used by the FX, for example take a look at 'explosion_large'...there are 3 in use. NUM_INFOS: 11 I don't really know how importent it is, but it's the number of how many Fx_Data sections used by an Emitter. FX_INFO_EMLIFE_DATA:LIFE:...VAL: 15.000BIAS:...VAL: 15.000 The 'BIAS' value is a kind of +/- value, if you set it to 0.000 the particle will 'die' exactly at the 'LIFE' value. Btw...all sections that begins with 'FX_INFO_EM...' are Emitter info sections. FX_INFO_EMSIZE_DATA:RADIUS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000SIZEMINX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: -20.000SIZEMAXX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 20.000SIZEMINY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: -20.000SIZEMAXY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 20.000SIZEMINZ:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000SIZEMAXZ:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000 This one is for the Emitter size, in this example it's a 40x40 plane...but you can also use the 'RADIUS' value. Both together doesn't work. FX_INFO_EMRATE_DATA:RATE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 1500.000 How many particles the emitter will spit out. Don't know the limit...and never count them. Some misc stuff... FX_INFO_NOISE_DATA:TIMEMODEPRT: 1NOISE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 2.000 This makes the particle flow...ehm...noisy. FX_INFO_FRICTION_DATA:TIMEMODEPRT: 1FRICTION:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.970 FX_INFO_WIND_DATA:TIMEMODEPRT: 1WINDFACTOR:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.500 Nice to play with. FX_INFO_UNDERWATER_DATA:TIMEMODEPRT: 1 Underwater only...for example 'prt_bubble' That's all...for now...I think. I hope it was ok to post it in here and sorry for my silly english. Greetz! Hey! nice snow I have a Suggestion, add more flakes, and more close together.. Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057381163 Share on other sites More sharing options...
Gouveia Posted January 8, 2008 Share Posted January 8, 2008 Cool. It helped me. Thanks JV ! Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057391853 Share on other sites More sharing options...
P.I.M.P_PL Posted January 9, 2008 Share Posted January 9, 2008 hi i have one question(this effect is add bullet sign in the objects)i add info to dff by rw analyzer(exported by dexx 2dfx script) but it dont work;/ maybe somebody can help??Its be the source code of this effect: FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/kule.fxsNAME: kuleLENGTH: 0.010LOOPINTERVALMIN: 0.000LENGTH: 0.000PLAYMODE: 2CULLDIST: 255.000BOUNDINGSPHERE: 0.0 0.0 0.0 0.0NUM_PRIMS: 2FX_PRIM_EMITTER_DATA:FX_PRIM_BASE_DATA:NAME: ParticleEmitterMATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 TEXTURE: kulaTEXTURE2: NULLTEXTURE3: NULLTEXTURE4: NULLALPHAON: 1SRCBLENDID: 4DSTBLENDID: 1NUM_INFOS: 4FX_INFO_EMRATE_DATA:RATE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 60.000FX_INFO_EMLIFE_DATA:LIFE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.400BIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_INFO_SIZE_DATA:TIMEMODEPRT: 1SIZEX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.100FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.500SIZEY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.100FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.500SIZEXBIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.000SIZEYBIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.000FX_INFO_COLOUR_DATA:TIMEMODEPRT: 1RED:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 255.000GREEN:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 255.000BLUE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 255.000ALPHA:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.000LODSTART: 120.000LODEND: 255.000FX_PRIM_EMITTER_DATA:FX_PRIM_BASE_DATA:NAME: ParticleEmitterMATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 TEXTURE: kulaTEXTURE2: NULLTEXTURE3: NULLTEXTURE4: NULLALPHAON: 1SRCBLENDID: 4DSTBLENDID: 1NUM_INFOS: 9FX_INFO_EMANGLE_DATA:MIN:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000MAX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 5.000FX_INFO_EMRATE_DATA:RATE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 500.000FX_INFO_EMLIFE_DATA:LIFE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 1.900BIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_INFO_EMDIR_DATA:DIRX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000DIRY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000DIRZ:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 5.000FX_INFO_EMSPEED_DATA:SPEED:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 70.000BIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: -50.000FX_INFO_FORCE_DATA:TIMEMODEPRT: 1FORCEX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FORCEY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FORCEZ:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: -5.000FX_INFO_COLOUR_DATA:TIMEMODEPRT: 1RED:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 4FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.600VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.900VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 255.000GREEN:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 4FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.600VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.900VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 255.000BLUE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 4FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.600VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.900VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 255.000ALPHA:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 4FX_KEYFLOAT_DATA:TIME: 0.000VAL: 128.000FX_KEYFLOAT_DATA:TIME: 0.600VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.900VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.000FX_INFO_SIZE_DATA:TIMEMODEPRT: 1SIZEX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.050FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.020SIZEY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.020FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.020SIZEXBIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.000SIZEYBIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.000FX_INFO_TRAIL_DATA:TIMEMODEPRT: 1TRAILTIME:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 4.000SCREENSPACE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000LODSTART: 120.000LODEND: 255.000OMITTEXTURES: 0TXDNAME: NOTXDSET the texture i add to the EffectsPC.txd and with this same name who be defined in the file. Please help Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057394510 Share on other sites More sharing options...
oCain Posted January 10, 2008 Share Posted January 10, 2008 Hi, I think you just need to change the emitter-names...'NAME: ParticleEmitter' to 'NAME: kule1' and 'NAME: kule2' for example, they just need to be different. (Only if you use more than one emitter) I've test it with another texture and it works. Oh and I don't know if you just forget to copy/paste it... FX_SYSTEM_DATA:109 need to be at the beginning of every FX. I hope I could help. Greetz! Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057396934 Share on other sites More sharing options...
P.I.M.P_PL Posted January 11, 2008 Share Posted January 11, 2008 Hi,I think you just need to change the emitter-names...'NAME: ParticleEmitter' to 'NAME: kule1' and 'NAME: kule2' for example, they just need to be different. (Only if you use more than one emitter) I've test it with another texture and it works. Oh and I don't know if you just forget to copy/paste it... FX_SYSTEM_DATA:109 need to be at the beginning of every FX. I hope I could help. Greetz! yes i forgot paste FX_SYSTEM_DATA:109 in beginning but i uncorrect think its must be in the end of the fx;] and i dont change this too: I think you just need to change the emitter-names...'NAME: ParticleEmitter' to 'NAME: kule1' and 'NAME: kule2' for example, they just need to be different. (Only if you use more than one emitter) Thanks for help i test it tomorrow. Bye. Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057400256 Share on other sites More sharing options...
JostVice Posted January 12, 2008 Author Share Posted January 12, 2008 (edited) Name should be Particle Emitter. about the FX_system_data i'm not sure, i think its at the start. To make this effect, wich 'base' particle system you used? and also, how added the same name to the DexX's script INI? oCain: nice! i will try to update the tut with your info, thanks Edited January 12, 2008 by Jost_Vice Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057400806 Share on other sites More sharing options...
P.I.M.P_PL Posted January 12, 2008 Share Posted January 12, 2008 ok i do this but i have next problem this effects its not coming when i shoot but its be automatically. Its be the wideo: http://video.google.pl/videoplay?docid=-954639434704861644&hl=pl Its be my code: FX_SYSTEM_DATA:109FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/kule.fxsNAME: kuleLENGTH: 0.010LOOPINTERVALMIN: 0.000LENGTH: 0.000PLAYMODE: 2CULLDIST: 255.000BOUNDINGSPHERE: 0.0 0.0 0.0 0.0NUM_PRIMS: 2FX_PRIM_EMITTER_DATA:FX_PRIM_BASE_DATA:NAME: ParticleEmitterMATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 TEXTURE: kulaTEXTURE2: NULLTEXTURE3: NULLTEXTURE4: NULLALPHAON: 1SRCBLENDID: 4DSTBLENDID: 1NUM_INFOS: 4FX_INFO_EMRATE_DATA:RATE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 60.000FX_INFO_EMLIFE_DATA:LIFE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.400BIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_INFO_SIZE_DATA:TIMEMODEPRT: 1SIZEX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.100FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.500SIZEY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.100FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.500SIZEXBIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.000SIZEYBIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.000FX_INFO_COLOUR_DATA:TIMEMODEPRT: 1RED:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 255.000GREEN:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 255.000BLUE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 255.000ALPHA:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.000LODSTART: 120.000LODEND: 255.000FX_PRIM_EMITTER_DATA:FX_PRIM_BASE_DATA:NAME: ParticleEmitterMATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 TEXTURE: kulaTEXTURE2: NULLTEXTURE3: NULLTEXTURE4: NULLALPHAON: 1SRCBLENDID: 4DSTBLENDID: 1NUM_INFOS: 9FX_INFO_EMANGLE_DATA:MIN:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000MAX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 5.000FX_INFO_EMRATE_DATA:RATE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 500.000FX_INFO_EMLIFE_DATA:LIFE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 1.900BIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_INFO_EMDIR_DATA:DIRX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000DIRY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000DIRZ:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 5.000FX_INFO_EMSPEED_DATA:SPEED:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 70.000BIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: -50.000FX_INFO_FORCE_DATA:TIMEMODEPRT: 1FORCEX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FORCEY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FORCEZ:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: -5.000FX_INFO_COLOUR_DATA:TIMEMODEPRT: 1RED:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 4FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.600VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.900VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 255.000GREEN:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 4FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.600VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.900VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 255.000BLUE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 4FX_KEYFLOAT_DATA:TIME: 0.000VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.600VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.900VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 255.000ALPHA:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 4FX_KEYFLOAT_DATA:TIME: 0.000VAL: 128.000FX_KEYFLOAT_DATA:TIME: 0.600VAL: 255.000FX_KEYFLOAT_DATA:TIME: 0.900VAL: 255.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.000FX_INFO_SIZE_DATA:TIMEMODEPRT: 1SIZEX:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.050FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.020SIZEY:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.020FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.020SIZEXBIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.000SIZEYBIAS:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 2FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000FX_KEYFLOAT_DATA:TIME: 1.000VAL: 0.000FX_INFO_TRAIL_DATA:TIMEMODEPRT: 1TRAILTIME:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 4.000SCREENSPACE:FX_INTERP_DATA:LOOPED: 0NUM_KEYS: 1FX_KEYFLOAT_DATA:TIME: 0.000VAL: 0.000LODSTART: 120.000LODEND: 255.000OMITTEXTURES: 0TXDNAME: NOTXDSET And i have one question maybe somebody can tell me what is the original fx system(its name) who have defined effects when the player shoot in the wall?? Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057402249 Share on other sites More sharing options...
KnightProwl Posted January 13, 2008 Share Posted January 13, 2008 i have a question, how would i go about making something like the moon in SA, but not replacing the moon in SA. like 2 moons with 2 diffrent textures, for example, say i want a bat signal, since im a huge batman fan, and a moon too, how would i mkae it to where the moon is there, then the batsignal is just next to it and a bit higher?, any help would really be apprecated, thanks and peace out knightprowl Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057404611 Share on other sites More sharing options...
Gtapoptart Posted January 14, 2008 Share Posted January 14, 2008 i have a question, how would i go about making something like the moon in SA, but not replacing the moon in SA. like 2 moons with 2 diffrent textures, for example, say i want a bat signal, since im a huge batman fan, and a moon too, how would i mkae it to where the moon is there, then the batsignal is just next to it and a bit higher?, any help would really be apprecated, thanks and peace out knightprowl this is an idea, i don't know if it will work, but you can simply copy the moon particle, and modify one of them to be the bat signal.... Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057406164 Share on other sites More sharing options...
JostVice Posted January 18, 2008 Author Share Posted January 18, 2008 PIMP_PL You mean that you want that particle to be created when you fire your weapon? I dont know if that stuff is hardcoded (bullet's path) but maybe there is a particle system that you can replace with your one, anyway, will affect all the weapons tho. You can code via SCM to create a particle 'kule' when you shoot at the weapon's position. The effect that is created when your bullet reach the wall is usually one of those collision particles, it depends also of the type of COL material... Knight: I'm not sure the moon is a particle Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057417625 Share on other sites More sharing options...
P.I.M.P_PL Posted January 19, 2008 Share Posted January 19, 2008 jost_vice no when shoot but when hit the wall or other object;) Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1057418600 Share on other sites More sharing options...
Smartbug Posted July 16, 2008 Share Posted July 16, 2008 this is rulezz. and this code is so hot that i wanna f*ck it Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1058360691 Share on other sites More sharing options...
Function-X- Posted January 6, 2009 Share Posted January 6, 2009 Hey guys i need a little help sorry for massive bump btw... Coding aint my thing and i don't have 3Dmax, so help me on this one So let's say i want : cardebris_01,cardebris_02,cardebris_03,cardebris_04,cardebris_05 to come out from car explosions. and same for Sparks_02 but i want like 3 or 4 sparks to go a bit up high,to sky direction. What should i do ? Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1058850407 Share on other sites More sharing options...
Function-X- Posted January 15, 2009 Share Posted January 15, 2009 (edited) Sorry for double post but... no help at all ? Come on guys Edit: never mind, i found out everything by testing. Edited May 17, 2009 by Function-X- Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1058881935 Share on other sites More sharing options...
gtasa1997 Posted March 20, 2010 Share Posted March 20, 2010 hey i need help. i tried to make colored nos by editing the smoke texture, and cloudmasked. the only color which looks fine is Red but everything else has a blue color on the outer bits of the nos. i tried lots of stuff but it didnt work i wanna kill myself jk so my question is, how do i change the nos color to white using the effects.fxp? that'll make sure the correct color from the textures to show up I hope.... i dont go on the forums much so if possible pls reply on my youtube channel www.youtube.com/user/The9mmAK47 note: im a noob modder xD Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1059832695 Share on other sites More sharing options...
hristobg Posted March 21, 2010 Share Posted March 21, 2010 First, open effects.fxp. You can open it with Notepad. In the search box type "nitro" and pres 'Find Next' twice. You should to view this: FILENAME: X:\SA\FxTools\Data\effects\gta_pc\systems/code/nitro.fxs And in this "case" go to the section 'FX_INFO_COLOUR_DATA:' Now you can follow this tutorial. It's for changing the spraycan colour, but the method is the same with changing the nitro's colours. Sorry for my English, I hope it's understandable Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1059833936 Share on other sites More sharing options...
JohnPro Posted September 11, 2010 Share Posted September 11, 2010 (edited) I followed this guide and my particle works when I use any existing Effectpc texures. When I try to use my own texture which I import into effectspc.txd it wont appear in the game. TEXTURE: boatsplash works! TEXTURE: fireball6 works! TEXTURE: wjet6 works! TEXTURE: arlock1 WONT WORK but its in the txd! SOLVED: Use DXT3 compression. Edited September 11, 2010 by JohnPro Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1060121565 Share on other sites More sharing options...
hristobg Posted September 11, 2010 Share Posted September 11, 2010 How to make one particle to appear everywhere? Like snowflakes, maded by oCain. Also, is the moon is coded in the engine or in effects.fxp? Also the rain, storm, lights? Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1060121952 Share on other sites More sharing options...
tridbee Posted July 6, 2012 Share Posted July 6, 2012 can someone help me about the particle color? I use modified effects and I want to change the smoke30lit particle from frey to white color Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1061452639 Share on other sites More sharing options...
Michael-Knight1 Posted August 26, 2012 Share Posted August 26, 2012 can someone help me about the particle color? I use modified effects and I want to change the smoke30lit particle from frey to white color Using ARGB Color ("255 - 255 - 255") So , Download My Effect Edit 2.0 Program , you can to open ARGB Color windows on it : http://www.moddb.com/games/grand-theft-aut...s/fxp-editor-20 Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1061635307 Share on other sites More sharing options...
-DP- Posted August 26, 2012 Share Posted August 26, 2012 can someone help me about the particle color? I use modified effects and I want to change the smoke30lit particle from frey to white color Using ARGB Color ("255 - 255 - 255") So , Download My Effect Edit 2.0 Program , you can to open ARGB Color windows on it : http://www.moddb.com/games/grand-theft-aut...s/fxp-editor-20 Or use notepad as it got similar functions and save the 1MB of download^^ Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1061635442 Share on other sites More sharing options...
Michael-Knight1 Posted August 26, 2012 Share Posted August 26, 2012 can someone help me about the particle color? I use modified effects and I want to change the smoke30lit particle from frey to white color Using ARGB Color ("255 - 255 - 255") So , Download My Effect Edit 2.0 Program , you can to open ARGB Color windows on it : http://www.moddb.com/games/grand-theft-aut...s/fxp-editor-20 Or use notepad as it got similar functions and save the 1MB of download^^ ok but no need to say this a gain @Dumbass Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1061635499 Share on other sites More sharing options...
-DP- Posted August 26, 2012 Share Posted August 26, 2012 What is a gain? Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1061635543 Share on other sites More sharing options...
Michael-Knight1 Posted August 26, 2012 Share Posted August 26, 2012 What is a gain? i mean do not explain about this tool a gain Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/#findComment-1061635601 Share on other sites More sharing options...
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