After several people have asked me about using Particle Forge, I gave both of them an enormous annotated version of the wiki page for it.
I have decided to create a central thread for questions people might have and for this enormous post.
PARTICLE FORGE ANNOTATED GUIDE:
I shall start from the beginning, in the off chance that you are doing it wrong.
1, download particle forge from the downloads section on the Sins site. (If you fail this, I will shoot myself)
2, unzip it on to your desktop. DO NOT PUT IT INTO YOUR SINS DIRECTORY!
3, copy the following from your Sins directory into the Particle Forge 3 folder: Particle, textures, textureanimations, pipeline effects, and mesh.
4, go into the Entrenchment folder and copy and merge the contents of the appropriate(above) Entrenchment folders.
5, repeat with Diplomacy.
6, copy the 3d3fx.dll or something like that, (I am doing this from memory, so don't sue me) from the main sins directory into the PF 3 folder.
7, start particle forge.
I have copied the contents of the sins wiki in order to better remember the things contained therein. I shall annotate these things for better understandings.
You should see a black screen in the middle with two axes, green and red. Green is y, and red is x.
Drag the window to the right until you see the control window.
Zoom out a little with the scroll wheel(There is no other way to zoom in/out) and rotate the screen with the right mouse button. You should see the blue, red, and green axes. Green = y, red = x, and blue = z. Z aligns itself with the way the particle effect is facing, e.g., a muzzle will face along the Z axis.
Right click the thing that says emitter and add a new point-type emitter.
You should see this in the pane: (my notes will look like this in parenthesis)
It's a good idea to know what you want to make beforehand, and practice definitely makes perfect, so good luck.
And that is emitters. Once you have emitters, you can assign things to them called affectors. Affectors will apply forces or fade particles. You must attach an emitter to an affector in order for it to effect it. Right click on the affectors to attach emitters.
I shall explain.
The properties below are present in all affector types.
These are unique to each type of affector.
As a special note, the key f5 will make your life easy. f5 restarts the particle effect.
This video will detail installation and usage of Particle Forge:
http://www.youtube.com/watch?v=MxWqJwyZuY4
This video is of my thought processes and explanations while I make an effect that looks like something Bailknight would make:
http://www.youtube.com/watch?v=GIU6j2W3oBk
I don't ever stream, but when I do, I do Particle Forge:
http://www.twitch.tv/xrekkegtavun
Post below with questions, and I will make an effort to update this post with clarifications and answer them.
Happy Forging.
While I've never used the particle forge, at this rate we might just yet fully document all of the modding tools . Now if only this and my annotated guide to the developer.exe thread would get stickied...
I have a Linear Force to Point gathering a number of particles from a distance that collect to a point in front of the axis. In the particle editor it works 100% fine. Ingame, the particles all fly off to the top left. In a separate system, they never appear at all ingame but work fine in the editor. Any idea why?
The editor has a problem, for some reason it remains consistent concerning forces, while the actual in-game force applications are usually stronger than PF's.
Try turning down the amount of force applied. If I understand your problem correctly, this should help significantly.
BTW, left and front of axis doesn't help, could you please speak in terms of XYZ? (Z=blue,Y=green,X=red)
In front, would be Z I think. In front of the ship. I am terrible with geometry.
The particles spawn in a sphere around the center of the system and then have a force a distance in front of it. Ingame, they fly off in a completely unrelated direction instead of collecting anywhere near that point
Could you please send me the effect?
I'm not sure if I have revised the effect or not since that bug occurred as it was quite old, but here it is;
http://www.gameproc.com/meskstuff/ah_slipstream_standard.particle
Can I weebly this with credits to you? I might add screen shots.
Certainly.
What can I do to make this a better guide?
Maybe a video tutorial about PF!
This shall be my next project.
Weep in fear, Sins Denizens, this shall be epic!
you can only fraps the particle window. you need something that captures everything in the window.
You can fraps the aero desktop or bring yourself down to using camtasia.
I've considered making some Sins video tutorials during Black Sun but it never seemed like it was really worth the trouble. The only one I did covered an old version of my model conversion from 3ds max to XSI to sins.
HMMMM
Particle Forge 3 doesn't work at all...
I spent 3 hours on it today and it doesn't frickin work with Windows 7...
I STILL use Particle Forge 1.1 as it actually works in reasonable ways...
If anyone wants to actually get into Particle Forge, but they can't because PF3 doesn't work, then I shall upload my copy of Particle Forge.
See!
I'd at least like to try it and see if I can use it.
How does it not work? I discovered that particle forge likes to corrupt its own settings. I used particle forge 3 perfectly fine on two different computers running windows 7. But sometimes it would "stop" working, sitting in the task bar or whatnot.
J:\Users\Ascherzon\AppData\Roaming\Ironclad Games\ParticleForge
Just nuke that entire folder (with PF off) and restart it. Of course, replaces J and Ascherzon with your appropriate locale.
There's a few other reasons why it wouldn't work. Things like making sure Win7's .net 3.5 is enabled in features, running it in the appropriate directory, ect.
I did that...
It doesn't even run with the latest in .NET stuff.
Particle Forge 1.1 works reliably and should be used by any who wish to get into PF
Here it is!
The latest .net stuff doesn't work AFAIK. You need 3.5 enabled in Windows features. .net is retarded like that (all the more question why you'd even use it in the first place). I can run the program perfectly fine right now, and I have literally nothing of value installed on this installation of windows 7. I don't know if there's any tangible difference between PF 3 and 1.1, though.
So, what directory are you trying to run it from? On my laptop I could only run it from the sins game directory, but it worked fine. On this computer I run it straight from the mod directory. Something like,
J:\Users\Ascherzon\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.2\In The Admiral's Service
But I recommend sticking to the mod directory if it works for the simple fact that it can then load textures directly from that directory once they are assigned one by one.
1.1 runs anywhere if you give it the files.
PF3 ran for me, but I couldn't give it any custom mod files to use...
Custom mod files? How do you mean?
Say I create a texture of a smiley face or something.
How does PF3 see this extra texture? It explodes upon adding a Textures folder into its directory, and I would prefer to not edit my Sins directories.
In PF1.1 I just add the smiley face into the Textures folder inside of the PF1.1 directory. Simple.
Huh. It explodes adding files to the textures directory of your mod? That is really weird. What formats are you working with in your new textures?
This is how I have mine set up.
For me it's as simple as running PF, then when I needed a new texture, I'd copy-paste it into the texture directory of the project and open it with PF from there.
(I edited my sins directories, since I had to delete most of the game's default assets for Black Sun to run. But I just made a backup of the directory beforehand.)
Particle Forge 3 would explode when I linked it up like that
PF1.1 has the same functionality, maybe a few more crashes, but it works without any real hitches. I drop it on a computer and it works great.
Okay. Well, I was just curious why it's crashing at all. Particleforge does crash a lot (even in 3) but it's usually very random and not when loading textures.
I have Win 7, NET 4.0. I had the same issue with starting PF3...
I placed PF3 directory into ..\Users\MyAccount\AppData\Local\Ironclad Games
Then i copied these directories from original SOASE directory:
Mesh, Particle, PipelineEffects, TextureAnimations, Textures into PF3 directory (and did the same with Entrenchment directory).
Then i copied these files from SOASE directory:
d3dx9_36.dll xinput1_3.dll
With this PF3 runs correctly.I am running PF3 with my own textures from any directory i want with no problem...
There are many great features available to you once you register, including:
Sign in or Create Account