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SSwamp_Trooper
02-07-2009, 07:04 PM
this maybe useful to somebody.

Code for the emitter 5

5;3;0;0;1.0; // Effect 5 argon engine effect(bright blue)
EEDF_SPEEDDEPENDENT|EEDF_RELATIVESIZE; I3DF_2D;
11; 0.000; 0.120; -1; 0.150; 0.000; 0.000;-0.050; -1; 0; 0.40; 0;
EEDF_SPEEDDEPENDENT|EEDF_RELATIVESIZE|EEDF_LENSFLA RE; I3DF_HASLENSFLARE;
-1; 0.000; 0.070; -1; 0.100; 0.000; 0.000;-0.050; 13; 10; 0.40; 0;
EEDF_SPEEDDEPENDENT|EEDF_LIGHT; 0;
118; 0.153; 0.153; -1; 0.100; 0; 0; -6553; -1; 0; 0.750; 0;





Lets see if i can dissect this:

Particle trail:

EEDF_SPEEDDEPENDENT|EEDF_RELATIVESIZE; I3DF_2D;
11; 0.000; 0.120; -1; 0.150; 0.000; 0.000;-0.050; -1; 0; 0.40; 0;FLAGS

EEDF_SPEEDDEPENDENT - speed changes it
EEDF_RELATIVESIZE - grows the faster you go
I3DF_2D - Particle flag


Main Content in one line

11; - body id {don't know}
0.000; - minimum size; {if set to 0.001 or higher engines will always on}
0.120; - maximum size {how big you want it to get, I don't know the measurement :(}
-1; - duration {might be a x2 thing, how long you want it to go for before stopping}
0.150; - size {I don't know the measurement :(}
0.000; - x offset {move it away from the center of the engine emmiter dummy}
0.000; - y offset {move it away from the center of the engine emmiter dummy}
-0.050; - z offset {move it away from the center of the engine emmiter dummy}
-1; lens flare number {refers to the id numbers in lensflares.txt)
0; - atten {you know as much as me}
0.40; - half speed {you know as much as me}
0; - time offset {you know as much as me}


Lensflare

EEDF_SPEEDDEPENDENT|EEDF_RELATIVESIZE|EEDF_LENSFLA RE; I3DF_HASLENSFLARE;
-1; 0.000; 0.070; -1; 0.100; 0.000; 0.000;-0.050; 13; 10; 0.40; 0;
Flags
EEDF_SPEEDDEPENDENT - depends on speed
EEDF_RELATIVESIZE - depends on how fast you are going
EEDF_LENSFLARE - has lensflare
I3DF_HASLENSFLARE - is a lensflare

this line refers to lensflare 13, I have made it bold in the code :)




EEDF_SPEEDDEPENDENT|EEDF_LIGHT; 0;
118; 0.153; 0.153; -1; 0.100; 0; 0; -6553; -1; 0; 0.750; 0;Your guess is as good as mine :p

NovaCatt
04-07-2009, 10:55 AM
Hiya Peeps, :wave:

@ Sswampy........
Hiya mate,
1st off: Excellent work!! O0 O0

2nd: I believe that "Atten" refers to attenuation.. IE: How stretched out/thin it is.... ;) (but don't quote me on that.... :p:lol:)

Keep up the fantastic work! O0

Cheers & Thranx

SSwamp_Trooper
07-07-2009, 09:27 PM
tbh re-thinking what I wrote in the guide, the particles are not in the effects file. The particles are listed in Particles3.txt and the tships links to the id numbers in that file.




effects.txt

5;3;0;0;1.0; // Effect 5 argon engine effect(bright blue)
EEDF_SPEEDDEPENDENT|EEDF_RELATIVESIZE; I3DF_2D;
11; 0.000; 0.120; -1; 0.150; 0.000; 0.000;-0.050; -1; 0; 0.40; 0; <- is another part of the engine effect

EEDF_SPEEDDEPENDENT|EEDF_RELATIVESIZE|EEDF_LENSFLA RE; I3DF_HASLENSFLARE;
-1; 0.000; 0.070; -1; 0.100; 0.000; 0.000;-0.050; 13; 10; 0.40; 0; <- is the lensflare

EEDF_SPEEDDEPENDENT|EEDF_LIGHT; 0;
118; 0.153; 0.153; -1; 0.100; 0; 0; -6553; -1; 0; 0.750; 0;


<- is another part of the engine effect

particles3.txt

// 3: green cloud structure / teladi
3; 4; NULL;
PEDF_2D; 395;0.500000;0.500000;1.000000;1.000000;0.5; 0.2; 0.0; 0.0; -1.0; 800; 800; 1100; 300; 2100; fadeduration: 500;
PEDF_2D; 406;0.500000;0.000000;0.750000;0.250000;0.65; 0.1; 0.0; 0.0; -1.0; 100; 800;1000;240; 1500; lifetimevariation: 300;fadeduration: 700;
PEDF_2D; 406;0.250000;0.500000;0.50000;0.750000;0.4; 0.05; 0.0; 0.0; -1.0; 100; 800; 250;150; 1700; lifetimevariation: 50;
PEDF_2D; 410;0.085000;0.585000;0.425000;0.925000;1.0; 0.0; 0.0; 0.0; -1.0; 100; 1000; 400; 80; 1000;


to fix the bullet effects problem with cmod you have to modify the particles3.txt, and not the effects. sorry http://forum.egosoft.com/images/smiles/icon_rolleyes.gif Its been a month or more since I was editing these files http://forum.egosoft.com/images/smiles/icon_surprised.gif