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Old 07-13-2008, 08:32 PM
Munderbunny's Avatar
Munderbunny
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Default Re: [Effects] How to add a custom particle FX to a weapon?

Oh, I figured everyone knew this but me, lol.

Ok, so, it reads from dbrs for items and creatures and stuff. But the stuff needs to be in your database folder of your original TQ install directory, not your IT directory.

I don't know if you've used TQ Vault yet, but it has a nice utility for extracting all the dbrs at once. Just drag a copy of those into your TQ Database dir and you'll be able to select whatever creature or item you want.

It gives the creatures the default idle animation which is nice. I would guess a custom dbr would let you change that default idle animation, but I've yet to find a way to stop it, so it would be tough to use to see how a sequence plays out with an animation.

Also, for items, it's nice to have a sense of scale, but I can't find a way to move or rotate the item. So, if you want to like, make a new active-hand-effect like storm nimbus, you could bring the player model in, offset the effect to lay over the hand, and then when you've got it looking the way you'd like, you can just remove the offset.

But, I haven't tried that. I just discovered it yesterday. Let me know if you figure out any tricks to manipulate the mesh within the pseditor.
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Old 07-13-2008, 09:36 PM
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Default Re: [Effects] How to add a custom particle FX to a weapon?

Ok thanks for the advice and ideas, I've forgot the \records folder part in my files in \Database (I've just copied some textures, dbrs and meshes under \database\item\... instead of \database\records\item\...)
So I've got TQ\Database\records\item\... and then:

- I open a *.pfx effect
- choose 'Insert Entity' in the menu bar and select a *.dbr (item, creature, etc)

Here's the result (that's for the forum's members )


The selected object shows up correctly on its reference origin point and provides a good scaling reference

Thanks for the trick ! That will help a bit to configure the effects! I hope our posts will help all who need to create some effects to increase their mods !

And just to honor his work, the great particle and FX specialist of Iron Lore was Travis Doggett - yes there was a PSEditor master on TQ
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Last edited by kreeloo : 07-14-2008 at 12:48 PM.
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