- Main page: FxGUI
Basic FxTasks comprise the central section in the Fx Toolbar, and are resources that are instantiated in your 3D World. For example, lightning nodes, particle emitters, and so forth. For the tools on the righthand side of the toolbar, see Fx Tool Tasks.
|Particle Emitter||Creates an instance of a particle emitter definition. See Particle Effects|
|Lightning||Creates an instance of a Lightning object|
|Model||Creates an instance of a Model (3D Mesh)|
|Light||Creates an instance of a Light|
|3DSound||Creates an instance of an Audio asset (.wav, .sgt)|
|Lens Flare||Creates an instance of a Lens Flare object|
|Mirror||Creates an instance of a Mirror object|
|Sound (non3d)||Plays specified audio asset on the stereo channel|
Every task that creates an instance in the world will have an Fx3DController section in their properties panel which allows you to specify where the instance will be placed, along with its rotation and scale.
Fx3DController property rundown
|StartLoc||Specifies the starting location for the instance.
Also present as possible start locations are any other 3d instance task you have added to your Fx. This allows you to specify that your Boom Sound Effect will be placed in the same location as your Explosion particle effect.
|StartLocBone||If CASTER or TARGET is a character, you can also specify a character bone to use as the start position.|
|StartLocOffset||Offsets the instance by this vector3 amount from the location specified above.|
|Position||Exact position to place the instance. Only used if DEFAULT is chosen as StartLoc.|
|Rotation||Sets the rotation of the instance.|
|Scale||Sets the scale of the instance.|
|AttachTo||If specified, the instance will be attached to the specified instance when it starts.|
|AttachDelay||Time to delay attaching after the instance starts.|
|AttachPosition||Offsets the instance position if AttachRelative is false.|
|AttachRotation||Sets rotation of the object after attaching.|
|AttachRelative||If AttachRelative is false, the instance will adopt the position of the instance it is being attached to, then offset by the amount specifed in AttachPosition. If AttachRelative is true, the instance will maintain it's current position relative to the instance it is attaching to.|
Instance tasks also require a resource from the repository.
FxResource property rundown
|ResourceName||The full path and filename of the asset. You may type it in or click the ... button to popup a file browser.|
|Critical||True means that your Fx will wait until this resource is loaded before starting. False means your fx will start regardless of whether this resource is loaded, so there is a chance this task may not occur if it is not yet loaded.|
Particle Emitter Property rundown
|TargetName||Specifies a target for this particle emitter to chase. When started, it will move towards its target at the specified speed. If Speed is 0, it does not move.|
|Speed||Sets the distance the emitter will travel within 1 second.|
|Tolerance||Sets how close the emitter must get to its target before it fires off an ONTARGETACHIEVED event. At 0, the emitter must reach the exact position of its target. If 0.5, the emitter only has to get as close as 0.5 units away from the target to fire the event.|
|Offset||Offsets the point the emitter chases from the chosen target. So, to make an emitter chase a point 1 unit above a character, Offset would be (0,1,0).|
|StopMethod||NORMAL pauses the emitter, allow the remaining visible particles to live out their lifespan.
HIDE instantly makes all particles from the emitter invisible.
- See also: Lightning
Lightning (also known as zaps), unlike particle emitters, are not pre-defined so you can set every property of a Zap within the Fx System. They are created from a common resource file zap.zzp.
The Copy Selected button allows you to select an existing lightning node instance in an area and copy its fields to the FxZap.
Zap property rundown
|TargetName||Zaps are stretched between it's position and its target position. Here you can specify CASTER, TARGET (from the dynamic _Target Class) or the name of any 3d instance within your fx.|
|TargetOffset||Offsets the target position away from the specified target in TargetName, or if DEFAULT is the chosen target, this vector3 is used as an exact position.|
|TextureName||Full path and filename of a texture to place on the polys used (though none is required). Clicking ... button brings up a file browser.|
|TextureRepeat||The Number of times to repeat the texture across a poly. Clicking ... brings up an input dialog which allows you to create a complex number (Gaussian, Perlin, Timelines etc...)|
|Divisions||The number of individual polys to use across the length of the zap. Clicking ... brings up an input dialog which allows you to create a complex number (Gaussian, Perlin, Timelines etc...)|
|LightningWidth||The width of the poly in standard units. Clicking ... brings up an input dialog which allows you to create a complex number (Gaussian, Perlin, Timelines etc...)|
|DiffuseColor||The color to apply to the polys. Clicking ... brings up an input dialog which allows you to create a complex color settings (Gaussian, Perlin, Timelines etc...)|
|Deformation_X||Clicking ... brings up an input dialog which allows you to create a complex number (Gaussian, Perlin, Timelines etc...)|
|Deformation_Y||Clicking ... brings up an input dialog which allows you to create a complex number (Gaussian, Perlin, Timelines etc...)|
|Deformation_XScale||The amount added to Deformation_X as the lightning progresses from start to finish. If Deformation_X is 0.1 and Deformation_XScale is -0.1, the deformation at the endpoint will be 0. Can create conical effects, etc.|
|Deformation_YScale||The amount added to Deformation_Y as the lightning progresses from start to finish. If Deformation_Y is 0.1 and Deformation_YScale is -0.1, the deformation at the endpoint will be 0. Can create conical effects, etc.|
|Jitter||Determines how much random jitter is added to division lengths. Zero for no jitter, positive float to add jitter.|
|AdditiveBlending||True turns on the Additive Blending feature|
|AlphaBlending||Set to false for non-alpha-blended lightning to remove sorting artifacts. Alpha testing will still be used.|
|Skip End Point||True to avoid drawing the last division. Useful for very curvy effects when you don't want a sudden straight line.|
|UVScroll||Speed at which to scroll the texture along the length of the zap. Positive float value scrolls from origin to target.|
|HelixMode||True switches the deformation style so that Deformation_X rotates around the axis between the start and end points, and Deformation_Y determines how far off-axis to move.|
|HelixSpin||Float value that determines rate of rotation of the helix about its axis.|
A model is a 3d mesh which may be static or animated.
Model property rundown
|Collidable||False by default. True means this object will collide with other collidable objects.|
|DiffuseColor||Allows a diffuse color to be set. Can be a complex value (Gaussian, Perlin, Timelines etc...). The Alpha channel of this property is used to make the object fade in and out.|
|AmbientColor||Allows an ambient color to be set. Can be a complex value (Gaussian, Perlin, Timelines etc...).|
|StartMethod||NORMAL the object instantly appears when started. FADE_IN the object fades in by adjusting the alpha from 0 to 1 over the specified time.|
|FadeInTime||The amount of time to take to fade in the object.|
|FadeInCurve||Applies a curve to the speed of the fade in. LINEAR means no curve. For more info on curves, see [Interpolation Curves]|
|StopMethod||NORMAL the object instantly appears when stopped. FADE_OUT the object fades out by adjusting the alpha from 1 to 0 over the specified time.|
|FadeOutTime||The amount of time to take to fade out the object.|
|FadeOutCurve||Applies a curve to the speed of the fade out. LINEAR means no curve. For more info on curves, see [Interpolation Curves].|
|PhysicsType||Sets how this model will be treated in the physics engine.|
Dynamic lights, like zaps, are not predefined so all settings can be set within an Fx. They are created from a common resource file light.lit.
Light property rundown.
|LightType||OMNI sends light in all directions. SPOT sends line only within a cone shape.|
|InnerAngle||The inner angle of the cone in degrees (0 to 360).|
|OuterAngle||The outer angle of the cone in degrees (0 to 360).|
|Color||Sets color of the light. Can be a complex value including Gaussian, Perlin, Timelines etc...|
|Range||Sets how far the light moves from the center point. Can be a complex value including Gaussian, Perlin, Timelines etc...|
|Intensity||Strength of the light. Can be a complex value including Gaussian, Perlin, Timelines etc...|
|DoBump||True if this light should effect bump maps.|
|DoSpecular||True if this light should effect specular.|
|Reflect||True if this light should reflect in mirrors.|
|StartMethod||NORMAL if the light should instantly appear. FADEIN allows you to set an alternate Intensity to fade in the light.|
|FadeIn||When StartMethod is FADEIN, this replaces the Intensity of the light.|
|StopMethod||NORMAL if the light should instantly disappear. FADEOUT allows you to set an alternate Intensity to fade out the light.|
|FadeOut||When StopMethod is FADEOUT, this replaces the Intensity of the light.|
3DSound property rundown
|Volume||Sets the volume of the sound. 1.0 is full volume. 0.0 is inaudible.|
|StartOffset||Time in seconds to delay the start of this sound once the sound node is created.|
|FadeInLength||3D Setting. When the listener entered the audible sphere of the sound, this is the time in seconds to fade in the sound from inaudible to the current relative volume of the sound based on listener and sound source positions.|
|FadeOutLength||3D Setting. When the listener exits the audible sphere of the sound, this is the time in seconds to fade out the sound from its current volume to inaudible.|
|Is3D||When TRUE, the sound is placed on a 3D channel. When false, the sound is played on a stereo channel, losing positional data but maintaining volume based on distance from listener to sound source.|
|SoundSize||Allows selection of several predefined sound spheres. Choosing CUSTOM allows you to set a custom shape.|
|MinDistance||Sets the size of the inner sphere of sound. When within this sphere, the sound is heard at full volume.|
|MaxDistance||Sets the size of the outer sphere of sound. Sound attenuates (gets softer) as the listener moves from the edge of the inner sphere to the edge of the outer sphere.|
|CutoffDistance||Sets the size of the cutoff sphere. When the listener leaves this sphere, the sound is cut off, no longer audible. Crossing this threshold triggers FadeInLength and FadeOutLength if they are set to nonzero.|
|AmbientType||OMNI sets a spherical sound, allowing the sound to be heard from any direction from the source. DIRECTIONAL creates a cone shape and sound cannot be heard outside of the cone.|
|InnerAngle||Sets the size of the inner cone of sound in degrees (0 to 360). Within the inner angle sound is heard at full volume.|
|OuterAngle||Sets the size of the outer cone of sound in degrees (0 to 360). Sound attenuates as the listener travels from the edge of the inner angle to the edge of the outer angle.|
|VolumeOutsideCones||Sets the maximum volume that a DIRECTIONAL sound can be heard when listening from outside of the inner and outer cones.|
NOTE: Looping is set in the sound itself instead of this system.
As with 3DSounds, but with the additional "EventPath" property which defines the event within an FMOD file to play.
Non 3d Sounds are played on a stereo channel.
Lens flares are a camera related special effect. They are created from a common resource file flare.fla.
Flare property rundown
Mirrors are a place which reflects all geometry like a mirror.
Mirror property rundown
NOTE: Due for an update as mirrors have changed a good bit since I added this.