-DP- Posted August 26, 2012 Share Posted August 26, 2012 What did I explain about it? And what the heck is a gain? Seriously, your english gives me eye and brain cancer Instead of modding you should concentrate on school and learn proper english. It will help you more in life than RenderWare Modding. Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/?do=findComment&comment=1061635687 Share on other sites More sharing options...
Michael-Knight1 Posted August 26, 2012 Share Posted August 26, 2012 What did I explain about it? And what the heck is a gain? Seriously, your english gives me eye and brain cancer Instead of modding you should concentrate on school and learn proper english. It will help you more in life than RenderWare Modding. thanks and please stop reply for my comments and goodbye Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/?do=findComment&comment=1061635700 Share on other sites More sharing options...
Hayate Kankichi Posted January 29, 2016 Share Posted January 29, 2016 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? Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/?do=findComment&comment=1068444018 Share on other sites More sharing options...
Vpcreations Posted May 30, 2019 Share Posted May 30, 2019 Can someone write the program for creating Holes when bullet is hit Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/?do=findComment&comment=1070753990 Share on other sites More sharing options...
cj2000 Posted July 29, 2019 Share Posted July 29, 2019 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. Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/?do=findComment&comment=1070844280 Share on other sites More sharing options...
breant55 Posted January 29, 2020 Share Posted January 29, 2020 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 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 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 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 GTAmink, RyanDri3957V and Mysterdogg 1 2 Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/?do=findComment&comment=1071062597 Share on other sites More sharing options...
GTAmink Posted May 6, 2021 Share Posted May 6, 2021 I have a question,how to edit particle effect's size? Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/?do=findComment&comment=1071537279 Share on other sites More sharing options...
ZAZ Posted May 9, 2021 Share Posted May 9, 2021 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 GTAmink and breant55 2 Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/?do=findComment&comment=1071539098 Share on other sites More sharing options...
breant55 Posted May 9, 2021 Share Posted May 9, 2021 Hi boss can i ask one question to you about omni light. Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/?do=findComment&comment=1071539197 Share on other sites More sharing options...
GTAmink Posted May 16, 2021 Share Posted May 16, 2021 Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/?do=findComment&comment=1071543413 Share on other sites More sharing options...
GTAmink Posted May 16, 2021 Share Posted May 16, 2021 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 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 $distance 0.0 064B: 1@ = create_particle "smoke_flare" at 10@ 11@ 12@ type 1 064C: make_particle 1@ visible 0009: $distance += 1.741 END 015A: restore_camera 01B4: set_player $PLAYER_CHAR can_move 1 04D7: set_actor $PLAYER_ACTOR locked 0 wait 5000 jump @START but it isn't work. Please explain to me why Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/?do=findComment&comment=1071543521 Share on other sites More sharing options...
ZAZ Posted May 19, 2021 Share Posted May 19, 2021 Use opcode 095C: for smoke trails test the example below {$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 } Link to comment https://gtaforums.com/topic/304880-sa2dfx-creating-your-own-particle-effects/?do=findComment&comment=1071546334 Share on other sites More sharing options...
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