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.
many thanks
now hopefully I'll get some more people who need help
for some reason when I try to run ParticleForge.exe it instantly says ParticleForge.exe has stopped working. Helps? I copied all files and downloaded it without corruption.
https://forums.sinsofasolarempire.com/414451
this is what you need
I had the same error with PF3. For me it is solved by deleting "StarBaseTech-cl.dds" from the texture folder. After this particle forge 3 works fine with diplomacy and also with rebellion.
A little upgraded PF3 would be nice, but even nicer would be a dev.exe that can update changed particles right during playing like it does with the entities.
Hope this helps someone
P.S.: great guide, helped me alot getting started
I'm glad!
this guide is a real mess though
sorry
Bump for New Modders.
zzz
Spamming always works:
https://forums.sinsofasolarempire.com/427354
plead my cause, all of ye denizens
I've just started looking at this today.
Specifically I'm interested in the texture animation side. Just wondering how do you go about creating the .textureanimation file type? Is there a program that does that?
Cheers.
You have to do it manually.
Think of it like an animation.
Each segment of your picture is a slide.
TXTtextureFileName "[insert picture name here]"numFrames 20numFramesPerRow 5startTopLeft [0, 0]frameSize [102, 102]frameStride [102, 102]
this is an example of a texanim file.
the file name should be obvious.
the num Frames sets how many frames your animation has.
Frames per row sets how many frames are on a row. As the animation plays, the frame will move across and tick the counter up one, when the number reaches the final frame, it will go down a row and reset the framesperrow counter.
startTopLeft defines where the top left coordinate of your starting frame is. This is in pixels.
FrameSize sets how large the starting frame/every frame is, also in pixels.
FrameStride is how far the pixels move over to reach the next frame.
Particle Forge 4 is out.
And I am pleased with it.
Wait...someone is actually pleased with a first release?
It is not a first release
it is a 4th release
Thanks very much, that was all the information I needed!
Glad I could help!
That's what I'm here for!
i recently got rebelion from steam and it comes with the particle forge.
1. does it come with the "good " version of PF
2 when i open any of the particles they start with white textures. i always have to go find the teaxtures my self to see them. is there a way so the textures are already set correctly?
Thanks
It is a great version
only one bug thus far, it doesn't properly display meshes...
copy your "Texture" "Mesh" "TextureAnimation" folders into the PF directory
beautiful. thank you very much
no problem!
any other questions will be answered promptly
I'm imagining the answer is "no" but is there any way to color a particle effect as a player color--as in the glow or emmisive light?
So that it shines the player color in-game?
errr
not in Particle Forge, but I figure that it should be possible to do with coding...
No idea. Coding what?
no idea but it's not possible in PF
There isn't anything to reference team color in the entity files.
Well at least we know they aren't racist.
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