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ped_examples [2021/11/28 06:54] – hneg | ped_examples [2021/11/28 15:20] (current) – hneg | ||
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Move camera outside and position it so that you can see/access the chimney, press ``INSERT`` to insert a single emitter and select // | Move camera outside and position it so that you can see/access the chimney, press ``INSERT`` to insert a single emitter and select // | ||
{{: | {{: | ||
- | Go to the **Basic Params** leaf and change lifetime to //20//. | + | Go to the [[ped_ui# |
<WRAP important> | <WRAP important> | ||
- | When you change the lifetime param you can see how __shortly after you have typed 20 the parameter field changes color briefly to yellow. This means the input is being validated__ and only after the field turns back to white is the input validated successfully and applied to the emitter. In case of faulty input you get a red Eden notification, | + | When you change the lifetime param you can see how __shortly after you have typed //20// the parameter field changes color briefly to yellow. This means the input is being validated__ and only after the field turns back to white is the input validated successfully and applied to the emitter. In case of faulty input you get a red Eden notification, |
You have to wait for the validation to finish until you can change a value in any other param field. | You have to wait for the validation to finish until you can change a value in any other param field. | ||
This makes things annoyingly slow but if there wasn’t such a validation faulty data could be " | This makes things annoyingly slow but if there wasn’t such a validation faulty data could be " | ||
+ | |||
+ | You can also change parameter data with the mouse scroll wheel, see details in Inserting data into data fields. | ||
+ | |||
+ | Then in [[ped_ui# | ||
+ | |||
+ | You have two ways to set the smoke on the chimney, either drag the emitter over the building while Eden //Surface Snapping// **on**, or use the attach feature of the tool: | ||
+ | |||
+ | Click on the **// | ||
+ | The box looking one means **//basic attach//** and the globe looking one means **//global attach//**. | ||
+ | **//Basic attach//** means that when attaching emitter/ | ||
+ | **//Global attach//** means what is says, you can freely attach the emitter/ | ||
+ | |||
+ | Anyways, choose the //global attach// method, point the cursor somewhere (__but not at the emitter!__) and press ``ALT + A``. You will hear a sound, the emitter will move to the camera " | ||
+ | <WRAP em>__To move the emitters do **//NOT//** click left mouse button yet because that attaches the emitter and exits the global attach mode.__</ | ||
+ | Instead press and hold down the right mouse button and move the mouse around, the emitter will follow the camera aim center. Moving it around like this you’ll notice how the emitter follows for example terrain object’s shape. When the emitter is over an object surface a green " | ||
+ | {{ : | ||
+ | NOTE that the way the object surface detection is done with this attach method is such that even though the emitter may appear to be over an object the reticule may not appear, meaning the tool determines it not to be over an object... | ||
+ | |||
+ | Move the emitter on the chimney and press left mouse button: | ||
+ | {{: | ||
+ | Now the smoke should look something like this, it also gets thrown around by the wind: | ||
+ | {{: | ||
+ | |||
+ | ===== Truck On Fire ===== | ||
+ | Another **//Global attach//** example: | ||
+ | Place a HEMMT truck (player as driver), insert a default emitter set next to it (``SHIFT + INSERT``), select the **//Global attach//** mode from the **//Attach mode//** selector button ({{: | ||
+ | {{: | ||
+ | You can then preview and drive around with a burning spare tire: | ||
+ | {{: | ||
+ | |||
+ | ===== Burning Tires ===== | ||
+ | Since we’re on the topic of attaching, the **//Basic attach//** is really simple stuff: | ||
+ | Make sure that the basic attach mode is selected ({{: | ||
+ | The particles and light start emitting from tire heap position and the ? Icons are linked to the heap it with a pink line (" | ||
+ | |||
+ | Now you can move the heap around and the flames follow. This is basically the same stuff as the attribute emitter stuff. | ||
+ | {{: | ||
+ | {{: | ||
+ | |||
+ | ===== The Towering Inferno ===== | ||
+ | The third attach mode available is **// | ||
+ | |||
+ | It is indicated by a grid on the attach mode selector button {{: | ||
+ | |||
+ | This does what the name suggests, with this attach mode you can attach emitters on model selections on any Eden entity with model selections in its model, or any terrain object with selections in its model. | ||
+ | If model selections are not a familiar territory, refer to BIS Wiki. | ||
+ | |||
+ | I'm using BI Malden in this examnple, go to: | ||
+ | < | ||
+ | get3DENCamera setVectorDirandUp [[0.849757, | ||
+ | |||
+ | Place default emitter set next to the control tower (``SHIFT + INSERT``), select the **// | ||
+ | Hold down ``T`` and move the cursor over the control tower so that it’s highlighted with green color and press left mouse button. The highlight turns blue meaning the object is now selected so you can stop holding down ``T`` (__if you press ``T`` again the object is // | ||
+ | {{: | ||
+ | While the object is selected (blue highlight) press ``ALT + A``, and a new sub-leaf opens on the tool UI listing the selections the building has. In case of a building selected this includes the // | ||
+ | Select **// | ||
+ | Pressing **//OK//** confirms the attach. | ||
+ | {{: | ||
+ | The selection list by default only lists selections that are off the object position, if you want to include the omitted ones check the **//Show all selections// | ||
+ | |||
+ | When attaching to terrain objects it’s just a figure of speech, the emitter(s) just gets positioned on the selected position because terrain objects don’t move so there is no need for a "real attach" | ||
+ | When building is destroyed the particles will not follow the falling to ruins stuff though, instead they’re just deleted. | ||
+ | If you move the " | ||
+ | |||
+ | Which is kinda a nice segway to the next example of getting burning building ruins. | ||
+ | |||
+ | ===== Ruins On Fire ===== | ||
+ | This side steps from the attach stuff into trigger sync stuff covered in Attribute emitters. | ||
+ | In case you did not read it long story short: you can sync triggers with the emitters to control when they appear/ | ||
+ | |||
+ | Move to a building of your choosing. | ||
+ | Insert a single emitter and give it the class **// | ||
+ | * Lifetime to 3 | ||
+ | * Weight to 0.03 | ||
+ | * Friction to 0.15 | ||
+ | * Random leaf → lifetime to 1 | ||
+ | * Render params → Frame 0 scale to 5 | ||
+ | * Frame 1 scale to 2.5 (change color to “full” and raise the alpha some) | ||
+ | |||
+ | Place down another single emitter and give it class **// | ||
+ | |||
+ | Time to introduce another feature: //grouping to set//. | ||
+ | Select the smoke emitter, hover mouse cursor over the flame emitter and press ``ALT + G``. This will group the two separate emitters into an emitter set which will then behave like the default emitter set in previous examples (to un-group emitter from it’s set select the emitter and hover over empty area and pres ``ALT + G``). | ||
+ | Now move the fire & flame set onto the building, remember to disable Eden //Surface Snapping// first to avoid the emitter set following the object surfaces. | ||
+ | |||
+ | Place down a trigger on or near the building, sync it with the emitters. | ||
+ | <WRAP important> | ||
+ | So, select the emitter set, hover over the trigger (so that it " | ||
+ | |||
+ | In the trigger’s condition field write: | ||
+ | < | ||
+ | {{: | ||
+ | Place down some player entity with a weapon and disable damage to the entity (so you won’t die when the building collapses if too close), and **//Play Scenario// | ||
+ | While in game you will see, like with the attribute emitters that no particles are emitted. Aim at the building and open the debug console (``ESC``) and in the Execute field write | ||
+ | < | ||
+ | Execute and exit the console. | ||
+ | |||
+ | You will see the building collapse and once the default collapse smoke cloud starts to clear you will see the flames and the smoke in the ruins. Not the most awesome looking particle effects but gets the idea across. | ||
+ | {{: | ||
+ | |||
+ | ===== Tactical Bacon Balls ===== | ||
+ | This far the examples have all been dealing with the effects on a large scale but these also work on smaller level, so let’s create the following scenario: some guy’s tactical bacon is shooting fireballs (yes, very practical example). | ||
+ | |||
+ | <WRAP important> | ||
+ | <WRAP important> | ||
+ | |||
+ | So, place down a table object and a civ next to it (doesn’t matter which ones, this is just an example), place tactical bacon can on the table. Then place a single emitter and give it the **// | ||
+ | |||
+ | I'll use this example to show the emitter renaming feature: either double-click on the emitter, or select it and press the **//R//** button on the tool UI ({{: | ||
+ | {{ : | ||
+ | Type in the name you want (I used // | ||
+ | <WRAP important> | ||
+ | Then move the emitter as close to the bacon can as you can, move camera closer, then either select the **//Global attach//** mode and move the emitter onto the bacon can and press left mouse button, or switch Eden //Surface Snapping// on and drag the emitter over the can and if you wish press ``SHIFT + ALT + A`` while keeping mouse cursor on the emitter; this attaches the dragged emitter to the can (this is explained in more detail in the next example). | ||
+ | |||
+ | When working with small objects it’s quite handy to have the Eden preference //Adaptive Speed// enabled so things are a bit easier to control. | ||
+ | {{: | ||
+ | |||
+ | ===== One More Attach Method ===== | ||
+ | If you used global attach in the previous example here’s an example for the "drag attach" | ||
+ | When you drag emitters around with Eden //Surface Snapping// **on** the emitters will attempt to follow object surfaces. When dragging an emitter over for example an entity that can move this is tad faster to do that using the Global attach method (which has other advantages over this method). | ||
+ | This methiod is automatic and thus has no mode to select via the attach mode button. | ||
+ | |||
+ | Place down a vehicle, like Quad Bike. Then insert for example the default emitter set and drag it onto the vehicle somewhere and press ``SHIFT + ALT + A``. | ||
+ | <WRAP important> | ||
+ | {{: | ||
+ | {{: | ||
+ | |||
+ | ===== Import Module ===== | ||
+ | Lastly let’s test the **//Import Module functionality// | ||
+ | What it does it imports any BI fire or smoke effect modules present in the scenario into the tool. The import process removes the modules and replaces them with the emitters with the parameters the modules were using. | ||
+ | |||
+ | This can be done in two ways, either let the tool import all those modules when you load up the scenario into Eden or import them later; all modules or just selected one(s). | ||
+ | If the module has a name the name will be adopted for the created emitter, if not the emitter will get a default // | ||
+ | |||
+ | You can test this for example by loading up some scenario of yours which has these mentioned BI effect modules in it into Eden. Doing so you will be greeted with the following pop-up: | ||
+ | {{ : | ||
+ | <WRAP important> | ||
+ | Pressing Import will import all the modules, Ignore will of course ignore them. | ||
+ | Importing takes some time, depends wholly on how many of those modules are there. | ||
+ | {{: | ||
+ | {{: | ||
+ | |||
+ | As stated you can also import only the selected ones. So, either reload the previous scenario and press **// | ||
+ | Switch to the **// | ||
+ | {{ : | ||
+ | |||
+ | Select one of the modules and press **//Import Module(s)// | ||
+ | {{: |