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.
Krdax (or anyone)...
Is there some way to preview a particle effect without loading the game?
I've tried in PF but don't see anything comprehensible going on--just blobs and boxes. Am I missing something there?
Also...
I'm using the Flair_TecRefineryPuff in the game as a base for a smoky exhaust from the rear of the damaged Kol model's exhaust.
I'd like to have to smoke go straight out behind the model (instead of down at an angle) and have it be blackish as opposed to green. I've tried changing values and it seems to do absolutely nothing.
Can you give me help there?
Yes, it's a common mistake. You need to copy your particle, pipeline effects, texture animations, and textures folders to the particle forge folder so that it has all of the resources it needs to properly display everything. The boxes are it's way of saying image missing.
Follow steps 3, 4, and 5 in the OP. Though Krdax also has the mesh folder and that step 6 in there. I don't have those and mine works fine, though I don't mess with it enough to know if those are really important to have.
Hmm--I have done that but I will re-check it. PF has been unreliable for me all along.
So on a simpler note, what would I change in the file to make the smoke tail out behind the model and shift it towards a black brown color?
adjust the movement down at the bottom to a higher number, and make sure that the angle variance in the middle is at 0.
Click on the emitter texture color tab and then select the web color tab. Go select the color that you like.
If you need a step-by-step instructional experience, I will take the time to set up my stream and then stream the solution to you.
Ok. I have 16 blinking orbs plus two other effects on a model but when I added the 9th blinking red eye, only some display and the rest disappeared.
Is there a limit on how many point effects a mesh can have?
no, I don't think so...
there is an engine limit to the number of particles, but that's around 10000...
post your effect here please.
*see below*
(The effect I added is just a blinking red orb based on the Vasari mine effect)
I'm re-checking the mesh one point at a time here to see what's happening--argh,
Ok...apparently, there is a limit of ten flairs to a mesh. This is definitely the issue. I separately named each effect and added them sequentially one at a time between tests and then interchanged them.
The first ten flairs get counted and the rest are ignored.
I have two meshes that are added as flairs so I will try adding flairs in those meshes to display where I need them and see how that goes.
oh
for most ships
I would go with ONE flair that contains particles scattered strategically through the particle file that are positioned where I would have put the flairs originally.
I was under the impression that THAT was what you were doing .
sorry
I haven't combined too many different ones yet. I was going to but realized I really liked each eye "blinking" independently--it looks much more sinister--rather than 19 of them blinking exactly together. Since this is the only ship for the faction with effects, I figure I can handle the extravagance.
Stagger the EmitterStartTimes for each emitter
that way they don't blink at the same time .
I just have to figure how to add emitters together.
COPY AND PASTE
I did and it broke it. Look at the Vasari Phase Mine mesh orb effect (not the gravity mine).
I've added emmiters to some effects before with out too much problem but this would require 38 emitters as a single effect. I am sure there is a built in limit on how much can be there--any idea what the limits are?
for rebellion
20 emitters
for trinity and below
10 emitters
Thanks--that's what I needed.
no problem!
SIGH
I have had NO internet access as of late, and I am currently rather lucky to be able to get on right now...
But I assure you all that I will try to answer any questions that may show up on this thread...
And for anyone who cares, I have finished around 400 of the Rebellion Particles for my new graphical mod...
Hey CP is your particle forge thread that got stickied current with the latest version of Particle Forge?
Been reading thru forums and I guess im kinda confused as to what the process is with the latest version of rebellion installed.
I used it once just fine changed a particle around to my liking and now all the sudden it will not open PF anymore Program starts and just gives me a blank PF icon on my taskbar and never loads.
cheers,
Haiyooo
My particle forge just sits in my taskbar (win 7) and never opens. I have tried the following:
-Removing .Net framework 4 and just using framework 3.5.1
-Completely reinstalled forgetools 3 in the appdata/local/ironclad games folder, with textures, texture anims, mesh, particles, pipeline efects folders
-Tried doing the same as above but putting the particle forge folder in some arbitrary location
-updated to win 7 sp1 (just for the hell of it)
-running the particle forge from the folder that comes in the rebellion install
And still...jack shit, I am getting so fed up with this and it worked 2 months ago flawlessly. Any ideas?
I could be making this up, but I seem to vaguely remember someone saying with Rebellion you needed a later version, which I'm guessing is 4.5.
Hmm, I'll look into that, thanks for the suggestion!
Hey all, my particle forge works and ive been copying everything as it should.
My forge keeps telling "Entrencement has detected files from a previous beta installation, please uninstall Sins and Entrenchement via Impulse and reinstall both"
I am using the Steam version of Rebellion, is this a problem?
Are you using the Particle Forge included with Rebellion in the Reb install dir?
If so, it looks like a bug, it shouldn't be a problem if you can ignore it. Maybe report it to the devs.
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