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.
*swoon*
That voice. Mmmhmmm....
Hmm, I've mainly been working with weapons particles, where I've been able to resize them by just changing the ParticleWidth and ParticleHeight parameters. The Infinite Space mod also seems to have rescaled all the game's particles without adjusting their textures. But yes, I was wanting a list of those parameters like LinerInflate that I'll need to tell the program to look out for and adjust accordingly. Not only would this be quicker as you say, but it would allow people to more easily make rescaled versions of their mod ALA Infinite Space, since this program could batch convert all the particles in a mod to a smaller size in one go.
Alright, so I was thinking about all of the various things you would have to consider when resizing an entire effect...
Under the Point Type Emitter
ParticleMinStartLinearSpeed x.xxxxxx
ParticleMaxStartLinearSpeed x.xxxxxx
ParticleWidth x.xxxxxx
ParticleHeight x.xxxxxx
Under the Sphere Type Emitter
Both of the above sets
SphereRadiusXMax x.000000
SphereRadiusXMin x.000000SphereRadiusYMax x.000000SphereRadiusYMin x.000000SphereRadiusZMax x.000000SphereRadiusZMin x.000000
ParticleMaxStartSpeedAzimuthalTangential x.000000ParticleMaxStartSpeedPolarTangential x.000000
Under the Ring Type Emitter
the Point Emitter values and
RingRadiusXMin x.000000RingRadiusXMax x.000000RingRadiusYMin x.000000RingRadiusYMax x.000000ParticleMaxStartSpeedTangential x.000000ParticleMaxStartSpeedRingNormal x.000000
Under the LinearInflate Affector
WidthInflateRate x.xxxxxx
HeightInflateRate x.xxxxxx
Under the LinearForceToPoint Affector
MinForce x.000000MaxForce x.000000Point [ x.000000 x.000000 x.000000 ]
Under the SizeOscillator Affector
BeginSizeX x.000000
BeginSizeY x.000000EndSizeX x.000000EndSizeY x.000000
I just did a quick runthrough of those, and that is all you need to look out for...
I'll give you an explanation tomorrow if you need it.... LinearForceInDirection is another affector that applies force, and I forgot to add it to my test effect :[
Back to my real life job T_T
I have a simple question. Is there a way for create a particle with infinite time of life? I want see it active always.
Change the global setting HasInfiniteLifetime to true, and either your particle emitCount.isInfinte to true or Particle Lifetime to an obnoxious number like 99999. Not both or you will explode your game.
Take a look at Flair type effects in the base Sins effects for good infinite examples. I do not recommend creating huge lifetimes as this can blow up your framerates/sins very easily.
Thanks. I suspected about the problem with infinite lifetime and the framerate.
Anybody know if there's a way to determine the render order of particles in PF? Hoping to get some fire to render on top of non-additive smoke, but I feel like I'm overlooking something simple.
Thanks in advance!
Non-Additive renders above additive, mesh renders above both depending on the location of the camera relative to the mesh and the physical location of each texture.
in terms of location:
your camera>mesh>additive>non-additive>additive>mesh
renders like this:
your camera>mesh>non-additive>additive>additive>mesh
It is a known bug that non-additive and additive particles don't respect the render order in particle forge. It will never be fixed unless we get the source code, and instead particle forge works like this:
It will respect the render order based on which emitter was added most recently: (the numbering represents addition of the emitters, as in I add 1 first, then 2 second, etc.)
your camera>mesh(5)>additive(4)>non-additive(1)>additive(2)>mesh(3)
your camera>mesh(5)>additive(4)>additive(2)>non-additive(1)>mesh(3)
see the difference?
TL; DR: just test it out in-game, it'll work correctly!
Gonna try a test run of my Particle Forge streaming.
I'll be on until I get bored; drop by to give feedback, chat, request effects, or anything really.
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