gipson23 Posted December 3, 2016 Share Posted December 3, 2016 Hello fellows, I wonder how can I correctly change dusts, grass, tire skids, smokes or footprints etc. in GTA SA? I mean effects on my screens: http://imgur.com/a/A66U4 I'm using some nice snow textures but I would like to change every effects to snowy effects too. On my screens I'm playing SAMP. It would be awesome if I can see changes also in SAMP. Thank you in advance for your advice! Sorry for my English. Link to comment Share on other sites More sharing options...
Colbertson Posted December 3, 2016 Share Posted December 3, 2016 (edited) Use Magic.TXD or any other TXD editing program to change stuff in 'particle.txd' and 'effectsPC.txd' which is located in your 'models' folder. Edited December 3, 2016 by Mubber The_GTA and gipson23 2 Link to comment Share on other sites More sharing options...
gipson23 Posted December 3, 2016 Author Share Posted December 3, 2016 Thank you, I think I found it. But not sure about those tire skid marks - http://imgur.com/a8MG2Ga, please how can I change it? For example change texture into some snowy skid marks on grass, dirt, desert etc. If it's possible. Link to comment Share on other sites More sharing options...
Colbertson Posted December 3, 2016 Share Posted December 3, 2016 (edited) I think skidmarks base their color on the material its on, so i got no idea. One thing you can try do is have the skidmarks with no transparency, so the brown/green/etc doesnt show up. Edited December 3, 2016 by Mubber gipson23 1 Link to comment Share on other sites More sharing options...
ZAZ Posted December 4, 2016 Share Posted December 4, 2016 (edited) Making white wheeldirt: search in effects.fxp for this line: FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_wheeldirt.fxsscroll a down a little bit FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_wheeldirt.fxsNAME: prt_wheeldirtLENGTH: 5.000LOOPINTERVALMIN: 0.000LENGTH: 0.000PLAYMODE: 2CULLDIST: 50.000BOUNDINGSPHERE: 0.0 0.0 0.0 0.0NUM_PRIMS: 1FX_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: smokeII_3TEXTURE2: NULLTEXTURE3: NULLTEXTURE4: NULLALPHAON: 1SRCBLENDID: 4DSTBLENDID: 5 <--------------------- and change DSTBLENDID: 5to DSTBLENDID: 1then the effect will only have the light background color But the color is still given in a hardcoded way, by considering collisions material and configuration of data\surfinfo.dat surfinfo.dat gives allocation from collisions material to wheeldirt type change everything to wheeldirt type W_GRAVEL with the change of effects.fxp will it look then like snow parameter 27,28,29,30,31,32 gives the wheeldirt type 1.parameter = SURFACE NAME name of the surface to configure2.parameter = ADHESION_GROUP adhesion group (RUBBER, HARD, ROAD, LOOSE, SAND, WET) used to calculate friction between materials3.parameter = TYRE_GRIP tyre grip - will override friction values for vehicle tyres on each material4.parameter = WET_GRIP wet multiplier on tyre grip5.parameter = SKIDMARK skidmark type (DEFAULT, SANDY, MUDDY)6.parameter = FRICTION_EFFECT friction effect (NONE, SPARKS, tell me if more reqd)7.parameter = SOFTLAND soft landing8.parameter = SEE_THRO see through - no camera collision9.parameter = SHOOT_T shoot through - bullets go through10.parameter = SAND is sand (car tyres sink in and can get bogged down)11.parameter = WATER is water12.parameter = S_WATER is shallow water13.parameter = BEACH is beach14.parameter = STEEP_SL is steep slope (code won't let player run or jump up slope - used to stop the player getting up a hill)15.parameter = GLASS is glass (will shatter when shot)16.parameter = STAIRS is stairs (don't tilt peds as if they're walking up a slope)17.parameter = SKATEABLE is skateable18.parameter = PAVEMENT is pavement (used so peds know when it's safe to stop and chat, or when they're crossing a road)19.parameter = ROUGHNESS roughness (0:not, 1:quite, 2:rough, 3:very) (does pad vibration)20.parameter = FLAME flammability (0:not, 1:flammable, 2:very) 21.parameter = SPARKS creates sparks (NOT USED ANYMORE)22.parameter = SPRINT cant sprint on23.parameter = FOOTSTEPS leaves footsteps24.parameter = FOOTDUST produces foot dust25.parameter = CARDIRT makes car dirtier26.parameter = CARCLEAN makes car cleaner27.parameter = W_GRASS creates wheel grass28.parameter = W_GRAVEL creates wheel gravel29.parameter = W_MUD creates wheel mud30.parameter = W_DUST creates wheel dust 31.parameter = W_SAND creates wheel sand32.parameter = W_SPRAY creates wheel spray33.parameter = PROC_PLANT creates procedural plants34.parameter = PROC_OBJ creates procedural objects35.parameter = CLIMBABLE can climb36.parameter = BULLET_FX the effect that is played when a bullet hits this surface (NONE, SPARKS, SAND, WOOD, DUST) so parameter 27,29,30,31,32 should be 0 and parameter 28 should be 1 # SURFACE NAME ADHESION_GROUP SKIDMARK SOFTLAND WATER GLASS ROUGHNESS FOOTSTEPS W_GRASS W_SAND CLIMBABLE# TYRE_GRIP FRICTION SEE_THRO S_WATER STAIRS FLAME FOOTDUST W_GRAVEL W_SPRAY BULLET_FX# WET_GRIP EFFECT SHOOT_T BEACH SKATEABLE SPARKS CARDIRT W_MUD PROC_PLANT# SAND STEEP_SL PAVEMENT SPRINT CARCLEAN W_DUST PROC_OBJ# ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------DEFAULT ROAD 1.0 -0.25 DEFAULT SPARKS 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 SPARKS DEFAULTagain: parameter 27,29,30,31,32 should be 0and parameter 28 should be 1 DEFAULT ROAD 1.0 -0.25 DEFAULT SPARKS 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 SPARKS DEFAULT Example: the runway of the aircraft graveyard at Verdant Meadows = cn2_rnway_bit.dff and cn2_rnway_bit.col and collisions material = P_DIRTROCKY and this is the modified surfinfo line: P_DIRTROCKY LOOSE 1.0 0.00 MUDDY NONE 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 1 0 0 1 0 0 0 0 0 1 1 DUST P_DIRTROCKYThe surfinfo.dat have also an allocation for skidmarks at 5.parameter, but only DEFAULT, SANDY, MUDDYI'm not shure about that coloring I got best results with modified particleskida texture of particle.txd in following way: Areas of totally black alpha mask shows the texture from ground(don't belongs to collisions material) Fine pattern as tire tread in white or grey alpha mask shows skidmarks, always darker than the ground Best result got with grey: RGB R=144,G=144,B=144 Edited December 4, 2016 by ZAZ gipson23 and Colbertson 2 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
84ahmedy Posted August 11, 2019 Share Posted August 11, 2019 hi how to add bloodpool_64 to effectcspc.txd Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now