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[SA] Changing effects, dusts, particles


gipson23
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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.

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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 by Mubber
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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.

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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 by Mubber
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Making white wheeldirt:

search in effects.fxp for this line:

 

FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_wheeldirt.fxs
scroll 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: 5
to

 

DSTBLENDID: 1
then 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		DEFAULT
again: parameter 27,29,30,31,32 should be 0

and 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_DIRTROCKY
The surfinfo.dat have also an allocation for skidmarks at 5.parameter, but only DEFAULT, SANDY, MUDDY

I'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 by ZAZ
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  • 2 years later...

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