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Форум » Моддинг » 1.1. Уроки твикинга » Parttwk tutorial (W3D,Worms 4 and WUM)
Parttwk tutorial
Woitek
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. Making this tread for user but mostly for yourself.
If have all writtted then easier understand how it work =).
Most of information is from Worms4Mayhem.exe but change it (much in some part) for better uderstand how it work.

Comment - Commentary for Emmiter (only information for user)
EmmiterType - Resource ID of the sprite used to render the perticle
SpriteSet - what texture use emmiter (not needed if you want use object) but you can use them both
MeshSet - Array of meshes resource ID's to use for the particles (In Worms 3D you can use all ID's) in worms 4 not know.
MeshAninNodeName - Animation frame(s) for XOM mesh particles. Syntax '[loop:]<NodeName1> [+|,[loop:]<NodeName2]...]. To Loop animation start with 'Loop:'. To play animations simultaneously use '+'. To play animations in sequence use ','. Any number of animations can be played. Example: LOOP:Go
Emmiter Acceleration - Accelaration of the EMITTER. It vector
EmitterAccelerationRandomise - Randomise values of Accelaration of the EMITTER
EmitterIsAttachedToLand - If set then the emmiter will die if the land directly below it disappears
EmitterIsOfInterest - If set then the current turn will not end until the emitter dies
EmitterIsLaunchedFromWeapon - If set then the emitter will come the end of the weapon
EmitterLifeTime - Life time of the emitter (in ms)
EmitterLifeTimeRandomise - Randomise time for Life Time of emmiter (in ms)
EmitterMaxParticles - Maximum number of particles visible
EmitterNumCollide - How many of MaxParticles will collide with the ground. VERY EXPENSIVE OF MEMORY so keep low!
EmitterNumSpawn - Number of particles the emitter will spawn at once
EmitterNumSpawnRadnomise - Randomise Number of particles the emitter will spawn at once
EmitterOriginOffset - Position of the emitter (relative to the emitter's origin)
EmitterOriginRandomise - Randomise Position of the emitter (relative to the emitter's origin)
EmitterParticleExpireFX - Particle emitter to spawn when EACH particle expires - EXPENSIVE OF MEMORY!
EmitterParticleFX - Particle emitter effect to attatch to EACH particle - EXPENSIVE OF MEMORY!
EmitterSameDirectionAsWorm - If set then particles will be emitted in the direction the worm is facing
EmitterSoundFX - Sound effect to play when the emitter is created
EmitterSoundFXVolume (only worms4,WUM) - Volume of the Sound effect
EmitterSpawnFreq - How frequently the emitter will spawn particles (in ms)
EmitterSpawnFreqRansomise - Randomise frequently of the emitter will spawn particles (in ms)
EmitterSpawnSizeVelocity - Velocity of emmiter size. It mean how quickly emmiter change size when spawn.
EmitterStartDelay - Delay before the emitter starts emitting prarticles (in ms)
EmitterVelocity - Velocity of the EMITTER
EmitterVelocityRandomise - Randomise Velocity of the EMMITER

Particles:

ParticleAcceleration - Acceleration of the particles. (Set Y to a negative value for gravity)
ParticleAccelerationRandomise - Randomise Acceleration of the particles. (Set Y to a negative value for gravity)
ParticleAlpha - Initial alpha of the particle ( Between 0-1). It float
ParticleAlphaFadeIn - Time until the alpha value reaches the value set in the ParticleAlpha files ( length of fade in )
ParticleAlphaVelocity - How the alpha changes over time. Set to -1 to fade out over lifetime
ParticleAlphaVelocityDelay - Delay before alpha velocity is applied (in ms)
ParticleAlternateAccelerationN - Alternate acceleration for North(Up)
ParticleAlternateAccelerationS - Alternate acceleration for South(Down)
ParticleAnimationFrame - Inital Animation frame of the particle. Used only for animated Sprites
ParticleAnimationFrameRandomise - Randomise Animation frame of the particle. Used only for animated Sprites
ParticleAnimationSpeed - Speed of animate (in ms)
ParticleAnimationSpeedRandomize - Randomise speed of animate (in ms)
ParticleAttractor - Position (relative to the emitter origin) that the particles attract towards
ParticleAttractorRandomise - Randomise of Position (relative to the emitter origin) that the particles attract towards
ParticleAttractorIsActive - Enable attract to point mode
ParticleCanEnterWater - If set to false then particles will expire when they hit the water
ParticleCollisionFreq - Which particles collide with the worms ie Every n particle will do collision detection
ParticleCollisionImmuneTime - Time (in MS) until the particle can re-collide with a worm
ParticleCollisionMinAlpha - If the alpha of the particles is below this value then don't collide with a worm
ParticleCollisonRadius - Size of the collision sphere of the particle
ParticleCollisonRadiusOffset - Position of ParticleCollisonRadius
ParticleCollisonRadiusVelocity - How the collision sphere radius changes over time
ParticleCollisionShowDebug - if set then make information about collision (Debug)
ParticleCollisionWormDamageMagnitude - How many damage inflict Particle when worm collide with this
ParticleCollisionWormImpulseMagnitude - How strenght worm will be push away. X,Z values
ParticleCollisionWormImpulseYMagnitude - How strenght worm will be push away.Y value(Up or down)
ParticleCollisionWormPoisonMagnitude - How many damage of poison inflict to worm when collide with this. (Make poison status what take damage from this value)
ParticleCollisionWormType - Type of Worm collision (0 - Normal collision , 1 - Collision with particle death)
ParticleColor - The colours of the particles (Values from 0-1 float) For example how calculate:
Green color 0 - Red 255 - Green 0 - Blue 0/255 = 0 for red 255/255 = 1 for green 0/255 = 0
ParticleColorBand - When to change color. This is a value between 0 & 1 representing the lifetime of the particle
ParticleExpireShake - Shake the camera when EACH particle dies
ParticleExpireShakeLength - Length of the camera shake when EACH particle dies (in MS)
ParticleExpireShakeMagnitude - Strength of the camera shake when EACH particle dies
ParticleIsAlternateAcceleration - If set then particles will come out fast & then quickly slow down
ParticleIsEffectedByWind - If set then particles will be blown by the wind
ParticleIsSpiral - If set then particles will spiral upwards
ParticleIsUnderWaterEffect - If set then particles will die when the reach the water level (from under the water)
ParticleLandCollideType - What to do when the particle collides with the land (NumCollide must be set too)
ParticleLife - Lifetime of each particle (in ms)
ParticleLifeRandomise - Randomise Lifetime of each particle (in ms)
ParticleMass - Mass of the particles
ParticleNumColors - The number of colours in the particle effect
ParticleNumFrames - Number of animation frames (Need animated Sprite)
ParticleOrientation - Rotation of the particle (in degrees)
ParticleOrientationRandomise - Randomise Rotation of the particle (in degrees)
ParticleOrientationVelocity - How the rotation changes over time
ParticleOrientationVelocityRandomise - Randomise how the rotation changes over time
ParticleSize - Size of the particles
ParticleSizeOriginIsCenterPoint - If set then the particle will be sizes around it's center point, rather than the bottom left corner
ParticleSizeRandomise - Randomise Size of the particles
ParticleSizeVelocity - How the size changes over time
ParticleSizeVelocityRandomise - Randomise the size over time
ParticleSizeVelocityDelay - Delay until the particle starts resizing
ParticleSizeVelocityDelayRandomise(worms4,WUM) -Randomise Delay until the particle starts resizing
ParticleFinalSizeScale - The size of the particle when it's finshed (dies). This value is a scale factor. Example set to (0.25,0.25) to make it shrink to a quater of it's original size when by the time it dies.
ParticleFinalSizeScaleRandomise - Randomise size of the particle when it's finshed (dies). This value is a scale factor. Example set to (0.25,0.25) to make it shrink to a quater of it's original size when by the time it dies.
ParticleSizeFadeIn(worms4,WUM) - Time taken (in MS) to fade the size of the particles from zero to their actual size
ParticleSizeFadeInRandomize(worms4,WUM) - Randomise Time taken (in MS) to fade the size of the particles from zero to their actual size
ParticleSizeFadeInDelay(worms4,WUM) - Don't start fading in the size of the particles until this time
ParticleSizeFadeInDelayRandomize(worms4,WUM) - Randomise Delay for FadeIn size
ParticleRenderScene - Order in which to render the particles. Scene1 will always be rendered before Scene2 and so on
ParticleSpiralRadius - Radius of the spiral effect
ParticleSpiralRadiusRandomise - Randomise Radius of the spiral effect
ParticleSpiralRadiusVelocity - How fast the particles move around the spiral radius
ParticleSpiralRadiusVelocityRandomise Randomise How fast the particles move around the spiral radius
ParticleSpiralRadiusSizeVelocity - How the spiral radius changes over time
ParticleVelocity - Velocity of the particles
ParticleVelocityRandomise -Randomise Velocity of the particles
ParticleVelocityIsNormalised - If set then when Velocity get max value then back to first one.

Добавлено (01.10.2013, 14:55)
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It's all =) Maybe later write Parttwk for Worms Forts

Сообщение отредактировал Woitek - ВТ, 01.10.2013, 14:48:42
 
Форум » Моддинг » 1.1. Уроки твикинга » Parttwk tutorial (W3D,Worms 4 and WUM)
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