Jaxon`s CFS2 Effects
(Version 2006_05_06)
The effect file | ||
an effect is actually just some lines of text, so you can aopen and
edit it with any Texteditor, like Word etc. Since the files are very small, I usually use "notepad", what is part of every Windows. Right click on the file and choose "open with" and select "EDITOR" and you are done. An effect is made out of THREE important informations: the [Emitter.0] Tells the game where your effect should appear. the [Particle.0] Tells the game how the particle should look (colour, size etc.) the [ParticleAttributes.0] Tells the game what should happen with the particle (sink to the ground, dance around, "glow", whatever
You have noticed, that every Subinfo has a
".Number" ending. BTW: You can and should add information what each subeffect is for in a line starting with: // <= The two bars tells CFS2 it should ignore this line
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The Subeffect | ||
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Ok, let`s start !
Here I have started with a comment. And now the Emitter information. Note that ALL numbers are specifying RANGES, Lifetime from 0 to 0 means ? - Right just 0, a fixed figure Rate: from 4 to 4 = 4 No drag here and: The emitter is offset -2 (to the back) from the center of the EFFECT. |
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Now the Particle
Obviously this one does not live forever, it lives 0.13
time-units Type ? No idea, possbly light, smoke etc. For testing I have copied the old values and // them out A new, bigger scale ! Color rate means probably how close to the intended color it should stay. This Particle does not fade in, it is directly there, but
fades out after The Paricle isn`t fixed, it can trun around from -40 to 40
degreess |
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Now the Attributes: The blend mode This effect uses the texture fx_2.bmp No bouncing here UV are the settings within the texture - more later. For the final settings, I can`t say anything, but the Scale
Goal, It say how big/small the partile should get during lifetime. |
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In this case, the effect was the large "corona"-gunflash as part of the muzzleflash-effect |
Colours |
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Colours are given hexadecimal in Red/Green/Blue values from 0 to 255 |
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After long trials and wild guesses, I had the idea to show them with the modelmaterial-tool by Martin Wright, which I already introduced at the shining tutorial. | |
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Remember Color Start=195, 195, 195, 255 ? So 195 / 195 / 195 is just GREY, 255 means it is full visible |
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Color End=255, 171, 45, 0 Well, just an orange, nearly invisible due to Alphachannel = 0
When you click on color selector the next window appears |
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Here again the same orange. If this is too bright and you want to tone it down, you can move the slider at right down and get a new color, something that looks brown. |
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That means: Brown glowing light is actually a very low glowing orange ! So when you find a strange looking dark blue for a light or even lila, you might want to look here of which original color it is just the dark conterpart. |
textures |
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fx_2.bmp:
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Now we need the UV-settings from the Particle-Atributes
uv1=0.50, 0.00 The first value in line is the X-Axis (Left=>Right), 0,0 is the lower, left corner. Our effect uses the part from X 0.50 / Y 0.00 (red dot) so it uses the second image from the right at the bottom. |
Tweaked effects, which use the stock textures.
(Don`t wonder, these are very small files, actualy only some lines of text)
Installation: Just throw these additional files into the effects folder, that´s it.
Add them just like the other [extra.#]`s to your
ship`s *.dp file with a simple text-editor like notepad or
else
to tell the game it shall use these effects now.
Light effects | |||
Tweaked
light effects for a use as navigation/signal lamps. Actually it is very simple, I just copied/tweaked existing lights and saved them as fx_Light_Position_XYZ.fx |
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Single Lights | Combined Lights | ||
fx_Light_Position_Green.fx fx_Light_Position_Red.fx fx_Light_Position_White.fx |
fx_Light_Signal_Japanese_Rear.fx fx_Light_Signal_Landing_2xRed.fx fx_Light_Signal_Landing_4xGreen.fx |
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![]() - click image to download - |
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Smoke effects | |||
fx_Smokestack_Starboard.fx | |||
I have separated this smoke from
the light effects, which should be the final set.
Maybe this one could be optimized some more (colour/length, etc.) |
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![]() - click image to download - |
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Some *.dp file entries to copy and paste.. (complete sets of effects) If you
have set up the effects for other ships, let me know, please ! |
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CV Hiryu (Usio) | CV Zuikaku (Usio) | DD Kagero (Usio) | Liberty Ship (Phil Crowther) |
[EXTRA.0] |
[EXTRA.0] |
[EXTRA.0]
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[EXTRA.0] |
FINALLY: Please make sure to get the "windmarker", which I use at my japanese carriers, too - and other nice effects which were already developed in 2001 by the "godfather" of CFS2-effects, "Nanni" http://web.tiscali.it/Nanni/CFS/
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© Jaxon 2005