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[SA][2DFX] Creating your own particle effects


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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 83

Search 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 Shifty41s_beerhatsmilie2.gif 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 dontgetit.gif well, its just texture used, they are in effectsPC.txd in your models folder, dont know if it can load from other TXDs
The alphaon parameter is easy: if 1, alpha loaded, if 0: no alpha
http://i144.photobucket.com/albums/r161/JostVice/noalphalol.jpg

the 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 smile.gif

Edited by Seemann
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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.

  • 2 weeks later...

Hi...first of all...Nice Tut! icon14.gif

 

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. wink.gif

 

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. wink.gif

 

 

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 by oCain
Hi...first of all...Nice Tut! icon14.gif

 

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. wink.gif

 

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. wink.gif

 

 

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!

colgate.gif Hey! nice snow biggrin.gif

I have a Suggestion, add more flakes, and more close together..

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

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!

 

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.

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 smile.gif

Edited by Jost_Vice

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??

 

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 smile.gif

 

knightprowl

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 smile.gif

 

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.... confused.gif

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 confused.gif

  • 5 months later...
  • 5 months later...

Hey guys i need a little help smile.gif 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 smile.gif ?

  • 2 weeks later...
  • 1 year later...

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. sneaky2.gif

i tried lots of stuff but it didnt work blush.gif i wanna kill myself suicidal.gif 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 biggrin.gifbiggrin.gif

 

I hope....

 

i dont go on the forums much so if possible pls reply on my youtube channel tounge2.gif

 

www.youtube.com/user/The9mmAK47

 

note: im a noob modder xD

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 smile.giftounge.giftounge2.gif

  • 5 months later...

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 by JohnPro
  • 1 year later...
  • 1 month later...
Michael-Knight1

 

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  smile.gif

Using ARGB Color tounge.gif ("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

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  smile.gif

Using ARGB Color tounge.gif ("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^^

Michael-Knight1
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  smile.gif

Using ARGB Color tounge.gif ("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

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