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)  :D

21,182 views 22 replies
Reply #1 Top

Probably not quick, but the particle forge is included in the Rebellion install directory now.

 

Reply #2 Top

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

 

Reply #3 Top

No. The particles will just be more pixelated since there is less texture information to stretch across their plane.

Reply #4 Top

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.

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Reply #5 Top

Thanks!

I know now it's gong to take a looooong time to do this .. :')

Reply #6 Top

Oh well

get to work then ;D

Reply #7 Top

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.

Reply #8 Top

I was looking for a way to change the team colors. 

Reply #9 Top

Quoting JasonFJ, reply 8
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'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

Reply #10 Top

Quoting SemazRalan, reply 9
I was looking for a way to change the team colors. 

Hardcoded

Reply #11 Top

Does anyone know where I can set the brightness of the lense flare effect from the star? 

Reply #12 Top

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.

Reply #13 Top

Ummm

The scaling won't be optimal, especially with off-center emitters

Reply #14 Top

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.

Reply #15 Top

Why reposition the hard point when you can reposition the particle emitter?

It just seems so much simpler

Reply #16 Top

Don't know!

If its easier than shifting the hard point then it must be pretty simple!

Reply #18 Top

Quoting KrdaxDrkrun, reply 11
Quoting SemazRalan, reply 9I was looking for a way to change the team colors.
Hardcoded

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)....

 

Reply #19 Top

Also AxelDude, the resizing of in-game objects I find to be very very nice...don't forget to change the min zoom levels....

Reply #20 Top

OOOOH

I was thinking about something else

sorry

Reply #21 Top

Engine trails?  That may be hardcoded to be team color...I honestly don't know....

Reply #22 Top

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...