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


JostVice
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What did I explain about it? And what the heck is a gain?

 

Seriously, your english gives me eye and brain cancer confused.gif

Instead of modding you should concentrate on school and learn proper english. It will help you more in life than RenderWare Modding. icon14.gif

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Michael-Knight1
What did I explain about it? And what the heck is a gain?

 

Seriously, your english gives me eye and brain cancer confused.gif

Instead of modding you should concentrate on school and learn proper english. It will help you more in life than RenderWare Modding. icon14.gif

thanks and please stop reply for my comments and goodbye icon14.gif

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  • 3 years later...
Hayate Kankichi

Hey Did anyone knows Rocket's backside flare light effect's name? because i think that light should not be there, there must be a gunflash like stuff, so did anyone knows what is name of that effect?

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  • 3 years later...
  • 1 month later...

Wondering if it´s posible to convert III/VC particle effects to SA? The formats are looking complete different, so it defenetly will not be easy.

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  • 5 months later...
On 12/26/2007 at 3:27 PM, JostVice said:

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

good morning sir thank you for your rar knolge sir are you know how add  gta sa 3ds max dexx tol add marvick light blinking light please sugess me please

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  • 1 year later...
On 5/6/2021 at 12:40 PM, GTAmink said:

I have a question,how to edit particle effect's size?

 

 

 

FX_INFO_SIZE_DATA:

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.

 

 

Example: let's increase the size of spraycan effect 10x bigger

 

this is the section with the size data

FX_INFO_SIZE_DATA:
TIMEMODEPRT: 1
SIZEX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.100
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 2.500
SIZEY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.100
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 2.500
SIZEXBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000
SIZEYBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000

 

 

now with modified size values

FX_INFO_SIZE_DATA:
TIMEMODEPRT: 1
SIZEX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.900
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 20.500
SIZEY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.900
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 20.500
SIZEXBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000
SIZEYBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000

 

 

the most important entries are these for SIZEX: and SIZEY:

 

Note:

Many effects have more than one section for INFO_SIZE_DATA

because they change their visual state and need for each state other size data

 

I addition, there're also EMSIZE data sections for emitting details

 

 

 

 

 

 

 

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Hi. I'm trying to mod gta san andreas to create a smoke_flare line when I press "D" and "G":

:START
wait 0
if and
Player.Defined($PLAYER_CHAR)
    Player.Controllable($PLAYER_CHAR)
    not Actor.Driving($PLAYER_ACTOR)
    not Actor.Dead($PLAYER_ACTOR)
8965:   not actor $PLAYER_ACTOR swimming 
02D8:   actor $PLAYER_ACTOR current_weapon == 0
0555: remove_weapon 8 from_actor $PLAYER_ACTOR
004D: jump_if_false @START
:START2
if and
0AB0:   is_key_pressed 68
0AB0:   is_key_pressed 71 
004D: jump_if_false @START
:MGS2
01B4: set_player $PLAYER_CHAR can_move 0
04D7: set_actor $PLAYER_ACTOR locked 1
067C: put_camera_on_actor $PLAYER_ACTOR offset 10.0 -6.0 5.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 1
wait 800
var
$distance: int = 10
end
WHILE $distance<181
wait 0 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 $distance 0.0
064B: [email protected] = create_particle "smoke_flare" at [email protected] [email protected] [email protected] type 1        
064C: make_particle [email protected] visible
0009: $distance += 1.741
END     
015A: restore_camera 
01B4: set_player $PLAYER_CHAR can_move 1
04D7: set_actor $PLAYER_ACTOR locked 0
wait 5000
jump @START

but it isn't work. Please explain to me why

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Use opcode 095C: for smoke trails

test the example below

{$CLEO .cs}
:Smoke_00
03A4: name_thread 'SMOKE'

:Smoke_01
0001: wait  0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false @Smoke_01
if
0AB0:   key_pressed 8//-----------------------press Backspace
004D: jump_if_false @Smoke_01
04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 10.5  0.3
095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 0.0 RGBA 0.1  0.1  0.1  1.0 size 0.5 last_factor 0.1

0002: jump @Smoke_01

{
FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_smoke_huge.fxs
TEXTURE: collisionsmoke

095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 5.0 RGBA 0.0  0.0  1.0 1.0 size 1.5 last_factor 0.1//blue

095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 5.0 RGBA 0.0 1.0  0.0  1.0 size 1.5 last_factor 0.1//green

095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 5.0 RGBA 1.0 1.0  0.0  1.0 size 1.5 last_factor 0.1//yellow

095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 5.0 RGBA 0.0 1.0  1.0  1.0 size 1.5 last_factor 0.1//turquoise

095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 5.0 RGBA 1.0 0.0  1.0  1.0 size 1.5 last_factor 0.1//pink

095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 5.0 RGBA 1.0 1.0  1.0 1.0 size 1.5 last_factor 0.1//white

095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 5.0 RGBA 1.0 0.0  0.0  1.0 size 1.5 last_factor 0.1//red

095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 5.0 RGBA 0.1 0.1  0.1 1.0 size 1.5 last_factor 0.1//grey

095C: create_smoke_at 1@ 2@ 3@ velocity 0.0 0.0 5.0 RGBA 0.0 0.0 0.0 1.0 size 1.5 last_factor 0.1//black
}

 

 

 

 

 

 

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