Particle Editor
From WiCWiki
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Particle Editor Introduction
The PE Particles is what makes all the nice looking effects in World In Conflict.
How to create new pe file.
-When particle library open or if you clicked on add particle emitter, right click on a folder and choose create PE.
Or rightclick drag an old pe file into a folder to make a duplicate.
How to create new folder in particle library. - When particle library open right click on a folder and choose create folder.
How to create a compound pe. - When particle library open right click on a folder and choose create compound pe. (A compound pe file is a file with different pe files added in to it. Drag and drop on to compound pe files to add.)
Basically its just something that tosses around a lot of small particles, and then when adding textures it looks fanzy!
To add a pe file you have to have a state to add the pefile to.
How to create new pe file. | When particle library open or if you clicked on add particle emitter, right click on a folder and choose create PE. Or rightclick drag an old pe file into a folder to make a duplicate. |
How to create new folder in particle library. | When particle library open right click on a folder and choose create folder. |
How to create a compound pe. | When particle library open right click on a folder and choose create compound pe.(A compound pe file is a file with different pe files added in to it. Drag and drop on to compound pe files to add.) |
Particle Emitter
Edit SubPEs (0) | Add a particle file that admits particle from current particle file. |
Type | |
* Camera facing | Particle rotates to camera |
* 3d | Don’t work |
* Streak | Particles are welded together, Must be on something that moves. (smoketrail) |
* Stretch streak | Streak that one end starts in spawnposition (worldspace) and other end follow parent. |
Seed | Randomizes some values. |
Emitter origin | Point, rectangle, circle, box, sphere. |
xyz | Values for Emitter origin. |
Emitter lifetime | How long the admitter emits particles. |
Particle count | How many particles that admits per second. |
Radius | Radius of particles. So particles don’t disappear when effect origin is outside camera. |
Remove Distance | When whole particle admitter is removed. |
Force start fadeout time | Fades out whole particle admitter. |
Fadeout time | How long it takes for particle admitter to fade out. |
Wind | No function |
PostFX | 0 normal, 1 heathaze. |
Fast Start | Jumps forward in time. |
Material | On which material the particle is active. |
Tint Color (By Ground Material) | Particles get ground color |
Light balance | How much ambiens the particle get. |
Particles connected to admitter | Particles follow parent. |
Extra mem for restarts x? | So that the particles don’t disappear when they are used for fireanimations. |
Sorting | Sort particles in own admitter. |
Invert draw order | Inverts draworder for particle |
Lightning Bone | On which bone center of lightning is set. |
Force spawn once | Spawn particle at once, (particle count is set in Particle count) |
Force spawn on move | Spawn particles when parent moves in world space. |
Disable on lowend | Disables particle admitter on low setting ingame. |
Disable Zfeather | Disable fading against ground. |
Bonespace transformed worldspace | If checked, particles follow worldspace, if not parentspace. Default is on. |
Worldspace aligned X | Particle aligned to x |
Worldspace aligned Y | Particle aligned to y |
Use world Z | Particle aligned to z |
Normalize emittorspace | Doesn’t use parents scale when on. |
Align ration once | Only use "velocity aligned base rotation" on first phase. |
No fog | No fog |
Cast shadows | Cast shadows, Dx10 only. |
Texture Particles
Surface | Surfaces for particles |
= Additive
- Add collor, No alpha | |
= Transparent
- Alphatexture | |
= Additive-Transparent
- Particle color sets Additive. | |
= Transparent with normal map
- One Alphatexture and one Normalmaptexture. Ambient fades with particle alpha | |
= Transparent with normal map old style
- One Alphatexture and one Normalmaptexture. Ambient don’t fade with alpha | |
= Transparent with textures representing light contribution from 6 directions
- Two Six point lightning textures. | |
=Sixpointlighted with extra texture for additive lighting
- Two Six point lightning textures one additive texture. | |
Texture | Texture for Additive, Transparent. Collor texture for Transparent with normal map. First texture for Sixpointlighted |
Normalmap | Normalmap for Transparent with normal map. Second texture for Sixpointlighted |
Additive | Additive texture for Sixpointlighted with extra texture for additive lighting |
Initial rotation | Spawnrotation per particle. |
FlipV probability | Texture flip x. 0.0 none, 0.5 50% random flip, 1.0 always flip. |
Detail Textures for Particles
Scale | Scale |
Strenght | Detail Strenght |
Alpha str | Alpha Strenght |
Fade Start | Detail Texture start to fade. |
Fade end | Detail texture fade out |
Animated Textures for Particles
Enable | Enable animated textures. |
Width/Height | Width/Height in pixels per frame. |
Num textures | How many frames. |
Max rand start | If rand start frame is checked 0 randoms all, or up to writen number. |
Step time min | Min time between frames. |
Step time max | Max time between frames. |
Loop Forever | Loops texture. |
Random start frame | Random start frames. |
Particle Phases
Add Phase | Adds a new phase. |
Delete Phase | Deletes a phase. |
Time to reach endpoint min | Max/Min time in seconds. |
Particle rotation speed. | Rotation Max/Min. |
Particle size | Particle size, Min/Max. |
Space | World, particles admits in worldspace. Emitter, particles admits in parentspace. |
X | Velocity in meter/sec. Min/Max. |
Y | Velocity in meter/sec. Min/Max. |
Z | Velocity in meter/sec. Min/Max. |
C min, C max, C | Copy values, all, down. |
Particle alpha | Transparent values. |
Particle additive alpha | Additive Values. |
Particle Color Min/Max | Gradient between collors |
Keep previous | Keeps previous phase color. |
Lock to alpha | To fade out particles when use Additive-Transparent surface. |
Modifier type | Choose type of admitter |
= Set
-Admits random values between Min/Max. | |
= Set +-
-Sets random positive, negative values. | |
= Set Sphere
-Admits random to a sphere. | |
= Set Shrinking
-Shrinks values to zero over emitter life time. | |
= Set Growing
-Grows values from zero over emitter life time. | |
= Add
-Adds values from last phase over time to reach endpoint time. | |
= Mod
-Multiply values from last phase over time to reach endpoint time. | |
= App defined
-Uses wind ingame. zero no wind, one same as ingame. |
Walkthrough of Chimneysmoke
1. Choose state and click Add particle emitter.
2. Rightclick on pelib folder and create a new folder.
3. Rightclick on the new folder and create a new pe file.
4. Choose pe file and click edit.
5. Click on browse texture and choose a texture with alpha.
6. Change particle spawn time to 0.1
7. Click on Add Phase and change time to reach endpoint min 1 max 1.
8. On phase 0 change particle alpha to min 0 max 0 and particle size min 0.5 max 0.6.
9. On phase 1 change particle alpha to min 50 max 200 depending on texture.
10. On phase 1 change modifier type to app defined on x, y and min 0.1 max 0.4.
11. On phase 1 change modifier type to Mod and min 1.2 max 1.5.
12. On phase 2 change modifier type to app defined on x, y and min 0.7 max 1.
13. On phase 2 change time to reach endpoint min 3 max 5.
14. On phase 0 change particle size min 2 max 2.5.
Size and opacity depend on how the texture looks like.