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#1 TroDuS

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Posted 02 February 2008 - 02:47 PM

Hi guys,

I wanna create a FX. In the FX the Texture should fall like down like arrowvolley but not as the same height like arrowvolley. I don´t know how to begin creating this animation cuz no FX still look like I wanna to have mine. Nearly Industry looks like this. But it should be like Autumn, a Radius where leafs should slowly fall down.

I tried a bit with the Industry FX, but there the FX is wrong wy round, instead of falling down the FX is risen and sooo extremely fast although I edited the Speed of the FX... I don´t know what to do.

: Moreover, could u explain me what is the BURST COUNT?

ThX


COde of my FX now:
FXParticleSystem LeafFall
  System
	Priority = VERY_LOW_OR_ABOVE
	ParticleName = exleaf01.tga
   ;PerParticleAttachedSystem = IndustrySlave
	Lifetime = 5 10;15 15
	SystemLifetime = 5400
	SortLevel = 1
	Size = 10 50;50 50
	BurstCount = 1 1
	IsEmitAboveGroundOnly = Yes
  End
  Color = DefaultColor
	Color1 = R:0 G:50 B:0 22
	Color2 = R:13 G:70 B:2 10
  End
  Alpha = DefaultAlpha
	Alpha2 = 0.25 0.5 20
	Alpha3 = -0.25 0 150
  End
  Update = DefaultUpdate
	SizeRate = -10 -5;-10 -5
	SizeRateDamping = 0.85 0.9;0.85 0.9
	AngleZ = -15 15
	AngularRateZ = -0.1 0.1
	AngularDamping = 1 1
	AngularDampingXY = 1 1
  End
  Physics = DefaultPhysics
	Gravity = 0.5
	VelocityDamping = 0.2 0.3;VelocityDamping = 1 1
  End
  EmissionVelocity = OutwardEmissionVelocity
	Speed = -0.1 -0.2;-2 -2
  End
  EmissionVolume = CylinderEmissionVolume
	IsHollow = Yes
	Radius = 80
  End
  Draw = DefaultDraw
  End
End

Edited by TroDuS, 02 February 2008 - 02:47 PM.


#2 Downfall

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Posted 02 February 2008 - 04:57 PM

burst count has to do with how many Particles (i.e. your leaves) come out during the timeframe. Though, I might have worded that wrong.

Since the Industry FX does start from bottom to top, why don't you find a FX that starts from the sky and moves downward. And are you attaching this to an object, or you just having them free fall?

Edited by Downfall, 02 February 2008 - 05:02 PM.

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#3 jimiojoe

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Posted 02 February 2008 - 07:35 PM

burst count has to do with how many Particles (i.e. your leaves) come out during the timeframe. Though, I might have worded that wrong.

Since the Industry FX does start from bottom to top, why don't you find a FX that starts from the sky and moves downward. And are you attaching this to an object, or you just having them free fall?


the elven mallorn tree has an fx where leaves fall down, when its damaged - i'd advise you work from that one =)
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#4 TroDuS

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Posted 02 February 2008 - 09:17 PM

name of this fx`?

#5 Dwar the wolf

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Posted 03 February 2008 - 09:16 AM

some explaination

BurstDelay = (Value Value)
-This is the delay inbetween the particles creation, set in milliseconds, random between both values
BurstCount = (Value Value)
-This is the amount of particles to be created at each 'Burst' which happens every 'BurstDelay', set in whole numbers, random between both values

in elvenmallorntree.ini there is a modul when damage

[codebox] ;--damaged building

ModelConditionState = DAMAGED
Model = EBMalTree_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_StatueDamaged
ParticleSysBone = NONE MalTreeleaves
ParticleSysBone = NONE Maltreedust
End[/codebox]

maybe the fx will help .




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