Is there a quick way to resize the particle effects?
As topic said, is there a quick way to make them smaller/bigger? (It's for Rebellion 1.03) ![]()
As topic said, is there a quick way to make them smaller/bigger? (It's for Rebellion 1.03) ![]()
Probably not quick, but the particle forge is included in the Rebellion install directory now.
Hmm thought so..
If I resize some of the .tga's that are used in animations/particles, do they appear smaller? Thx for the reply
No. The particles will just be more pixelated since there is less texture information to stretch across their plane.
Yes
Why didn't you direct him to me...?
Particle effects can be resized with relative ease, the difficulty scaling with the complexity of the effect.
Basically you just edit the texture size in the emitter, but you must also be careful of the following:
When resizing the effect take in to consideration:
1. the relative movement of the particles (when the particles are smaller they appear to move faster/less consistently and vice versa)
2. Any affectors affecting said emitter, specifically linearinflate. Adjust it to make it work better.
3. The affector SizeOscillate will override the texture size no matter what as long as it is attached.
4. emitter location, make sure that it is properly scaled with the size of the effect, as something that is off-center will need to be adjusted to fit better. Ignore this step if your entire effect is at (0,0,0) location.
Basically it is simple to do, but it seems somewhat complicated. Trial-and-error got me the farthest in learning Particle Forge, so I wish you luck.
Thanks!
I know now it's gong to take a looooong time to do this .. :')
Oh well
get to work then ;D
KrdaxDrkrun, have you played with any of the enum values in the pipelineeffects yet?
I'm look for a way to change the exhaust particle effect from team color to a set color but the reference value is COLOR0 which I presume is a team value constant. Tried to change it to all manner of constants but enum crashes.
Hoping somebody has done this already and save me experimenting.
I was looking for a way to change the team colors.
I'm not really into shader coding (I think that we have someone who does know about it, namely silencedhawk)
and if I wanted to get your result, I would mess around with the file until it worked.
Though I really actually think that the shaders look for a variable in the game coding that assigns them their colors, and it's not necessarily linked to the GS-ExhaustPiplineEffect, because I can make an exhaust particle with just ParticleAdditive emitters and the game will still color the whole effect with team colors.
best of luck to you
Hardcoded
Does anyone know where I can set the brightness of the lense flare effect from the star?
I just half-scaled over 200 particle effects for SOA2 in a couple days last week.
Convert them to text, and do it by hand editing the files. Much much faster than attempting to scale them down in forge.
Ummm
The scaling won't be optimal, especially with off-center emitters
Yes, I do remember a quick way around for that, that may work in some cases. Say for enlarging an exhaust and the effect ends up some distance from the exhaust port or flowing through the exhaust port mesh or mesh of the ship. You might try repositioning the hard point.
Why reposition the hard point when you can reposition the particle emitter?
It just seems so much simpler
Don't know!
If its easier than shifting the hard point then it must be pretty simple!
Use Particle Forge
Unless I misunderstand what you are talking about, they are not hardcoded...
The file Colors.color in the Window folder as well as the texture Buttons_Screens_Normal may be of interest...
I have successfully changed the colors, as have other mods (ex: Aplos' Stars mod)....
Also AxelDude, the resizing of in-game objects I find to be very very nice...don't forget to change the min zoom levels....
OOOOH
I was thinking about something else
sorry
Engine trails? That may be hardcoded to be team color...I honestly don't know....
I was thinking that team colors are locked when related to particle effect recolors, but I really haven't messed around with this at all...
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