Particle Editor

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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.

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