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.
Does the particle forge included in the Rebellion install directory just need to be run as is? Like, can you just go into the PF directory, without changing/doing anything, and running the .exe and have the program work?
I tried doing that and it just hangs in the task bar, and doesn't open....
Wonder if a windows system restore would help.....
Still having problems with PF.
I did a complete uninstall/reinstall of sins rebellion through steam. And ran my windows updates (7 64-bit) and made sure the .net framework was at 4.5 (I have 3.5 enabled in windows features). Everytime I run PF from the rebellion install directory it seems to just hang in the task bar, like the PF program doesn't open, but its icon appears in the task bar....Where it sits indefinitely until I exit out of it.
Any ideas would be appreciated .
I have a video that I haven't uploaded yet that details the installation.
you can't run it from the install directory.
I'll see if I can upload the video.
Give me a little time.
Here we go:
Hey man, Thanks for posting this!
Unfortunately, I tried it this morning (the exact steps in the video) and I am still getting the same issues as before. PF would start and the icon/program would just be in the taskbar, the program window with the axes and what not is not visible. I am thinking I have a windows issue, and eventhough I have fully updated my .NET framework, I may just have to either try to repair my windows installation, or reinstall windows....What boggles my mind is that it worked in november last year, and it just stopped working all of a sudden...
What a pain lol.
Hmmm...
let's see...
There should be a directory here:
Users\"Username"\AppData\Roaming\Ironclad Games\Particle Forge
with settings for Particle Forge
try deleting all of them and restarting.
EDIT: sorry, I just couldn't help but notice that your member number is exactly 190 after mine
The forums were so awesome back then... I miss the good old days...
YES! it worked! Thanks so much man....This crap was driving me crazy!
About the member numbers...
I thought I had joined the sins community pretty late in the game considering I started modding the game fairly soon after it came out!
Glad I could assist
I played almost since Beta...
but didn't start modding until I joined the forums.
and I'm still pretty bad at writing entities, but I feel that I have a complete mastery of PF.
Any other questions you may have, and I will take the time to answer and explain my answers to you.
Awesome! Thanks for all your help. I may have a question regarding how to get the fade affectors to work....But I am not at home right now to test it out. I'll keep you posted, thanks.
Looking forward to it!
I was attempting to try and make an affector fade out. But I don't think it is possible.
Basically I made slugs that generate long trails behind them as they travel, I wanted to see if I could make the trails fade out after the particles impact (or "die").
Travel effects are completely terminated upon collision, making a trail fade out after impact would have to be hardcoded in by the devs. They could do it without much effort, because they could have travel effects work like phase jump charge ups; instead of removing all particles on termination, just stop emitting particles, and have the existing ones finish themselves off.
This would hurt overall performance quite a lot more than you would think, but I think it would make effects look quite a lot better.
yeah, so essentially what I am trying to do is impossible LOL.
Oh well, they still look badass....but it just sucks that the entire trail just disappears when the projectile impacts.
You are not alone in your woes...
I have asked for this to be an option of some kind, but the devs haven't really answered my pleas...
I find that making trails a little bit faster/smaller/less obvious helps with their sudden disappearance.
but it does indeed suck when you have a giant rail gun shot with a misty trail vanish upon impact. It's just one of the quirks of the game.
I bet if we could get enough people to care about it, we could convince the devs to implement it...
I just love how it looks when you see you a massive slug moving at a fraction speed of light leaving a trail of ionized gases and plasma behind it!
Kind of sucks that beams have this kind of stuff already built in...
beams are just a tile of a texture, I do wish that there was a way to tile emitters instead of just a limit of two overlapping textures.
I could do so much stuff with tiling emitters...
Gotcha,
well I guess I am just going to live with railgun projectile trails disappearing when the particles die lol.
[EDITED FOR BETTER QUESTION]
So, ive figured out how to apply my oarticle to a planet via a buff/ability. Woo.
Problem is, its rendered in game FAR brighter than in PF. I tried changing the particle from Additive to NotAdditive for the background light, but then its wayyy dimmer (and jerky, for some reason). Is there a setting that i can use to leave them Additive, but reduce the render brightness?
Thanks!
-Boe
I think your issue is that the planet's glow is actually adding to your planetary effect, which is rather easy to fix.
in the emitter color chooser, you will see three numbers, like so:
"255, 255, 255" (whatever the color is)
add a number to the front like so:
"0, 255, 255, 255"
mess around with that, I believe that adding the first number edits the alpha of your emitter's textures.
not additive shader is poorly supported in the Sins engine, and causes visible frame rate drops even on high-end machines.
hopefully that answered your question!
if the alpha values don't work for you, you can always GIMP the textures and burn them darker, then save them as a custom texture and then use those.
or you can try lowering the emit rate of the particles themselves, which in terms of additive particles will make them dimmer.
I'm still here, I'm still lurking...
Don't think that necroing this thread is bad...
It's completely acceptable! C'mon hungry masses! BRING ON YOUR QUESTIONS
aaaaaaaaaaaaa
I'm going insane because nobody is trying to use my knowledge...
Any suggestions?
I'm generally too busy huffing Jenkem to be of any use, but I would like to reiterate that I would like to see some of your revised explosion particles when you get to that stage.
okie doke, I might just go ahead and work on those instead of capital abilities...
A new video!
Be happy and don't fall asleep as I drone on and on and on...
Nice to see you're still here Krdax.
Also, I'm planning to make a simple script to automate the resizing of particle effects, for those of us who prefer not to open up the Particle Forge very often. I was wondering if you happened to look at your particle effects in notepad very often? For basic particle effects resizing them is pretty trivial, but I certainly don't know the syntax of all the emitters and things, so there might be some specialized information I may miss out on with my approach.
resizing textures in a lone emitter is a simple matter, but bear in mind that quite a few particles utilize SizeOscillator (which overrides the texture's base size values) and LinearInflate (which shifts the size linearly), so it's actually complicated to modify.
Opening up PF itself is still the best way to do it, in my opinion, e'en though it is time-consuming. If you want the exact textpad locations and values, I'd be happy to oblige you, as I do look in the text versions of the effects to fix corrupted values rather often.
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