Particle Editor
From WiCWiki
|
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.
