- This is an intermediate-level tutorial, which shows the basics of the Fx System, such as how to open the Fx Browser and create a new Fx with a particle emitter. For a more detailed tutorial, see Fx System Tutorial.
Opening the Fx Browser
To open the Fx Browser, select the 'Tools tab, and under the Spec Oracles section, click Fx.
Adding a new Fx
The Fx Browser displays a list of all Fxs. To add a new one, click Add. This will create a new Fx and launch the Fx Editor GUI.
The Fx Editor GUI, a first look
- Main page: FxGUI
Several GUI panels will now be on screen:
- The Fx Toolbar - At the top, which holds all of the elements that can be added to your Fx, as well a "Save" Button
- The Fx Task Browser - On the left, which displays a list of all Fx tasks. It should currently have only one entry, an FxGroup.
- The Edit Spec Data window - Allows you to enter a name and description for your Fx
- The Fx Preview Panel - Lets you audition your Fx
The Fx Task Browser, Spec Data Window, and Fx Preview Panel can each be toggled hidden or not, by clicking corresponding icon in the Fx Toolbar.
|Task Browser||Spec Data||Preview Panel|
Adding a particle emitter
- See also: Creating a particle emitter
To add elements to your Fx, simply drag a task icon from the Fx Toolbar to the Fx Task Browser. (Example shows adding a particle emitter)
Your new task will appear selected in the Task Browser and a new panel, a Properties Sheet, will open.
You will need to specify which particle emitter to be displayed.
- In the FxEmitter Properties sheet, in the FxResource section, specify a Resource Name. This will be the full path and filename of the particle emitter spec (a .prt file).
- Type in the path and filename, or click the gray button to open a file browser to select the file. There should be several particle effects available in HJ Reference, though if you are in a Clean Engine world, try Engine/CleanGame/GlobalParticles/HE_Logo.prt, and clic "OK"
- Note: Be sure to choose the .prt file (the particle emitter) and not the _p.prt file (the particles)
Positioning the particle emitter
Previewing the Fx
Click the Preview button in the Preview Panel. The particle emitter should appear at the root of your character.
Changing the Fx location
- In the Fx3DController section, set StartLocBone to bip01 Head
- Preview, and the particle effect should now start from the level of your character's head.
- Set StartLocOffset to (0,.1,0)
- Preview, and the effect should start from above your character's head.
That's it for a basic overview. For a more detailed tutorial, see Fx System Tutorial. For other basic functions, see below:
Copying a task
To copy an existing task, click and drag the task while holding down the CTRL key, and drop it in the browser (or on another task that is not itself).
Note: If you drag a task on top of another task, the new task will copy the start and stop data of the task it was dropped on, instead of using the default.
Deleting a task
To delete a task, click and drag the task out of the browser and drop it. You will be asked to confirm your delete request.
Deleting an Fx
As of this writing (September 2008) there is no way to delete an existing Fx. If cleanup is desired, the only method is to reuse a created Fx, such as to rename it as "for re-use", and then use that one when creating a new Fx.
- Intermediate-level tutorial, with more detailed instructions on configuring the various options in the Fx System
- Advanced-level tutorial on extending the FX System for game-specific needs.