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ped_examples [2021/11/28 08:32] – [Ruins On Fire] hnegped_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 //SmallDestructionSmoke// class for it: Move camera outside and position it so that you can see/access the chimney, press ``INSERT`` to insert a single emitter and select //SmallDestructionSmoke// class for it:
 {{:xmpl_001_004.png|}} {{:xmpl_001_004.png|}}
-Go to the **//Basic Params//** leaf and change lifetime to **//20//**.+Go to the [[ped_ui#basic_params|Basic Params]] leaf and change lifetime to **//20//**.
 <WRAP important>IMPORTANT NOTE: <WRAP important>IMPORTANT NOTE:
 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, the field turns red for a moment and then the field gets applied with either the default datatype for that field or the last known validated input. 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, the field turns red for a moment and then the field gets applied with either the default datatype for that field or the last known validated input.
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 You can also change parameter data with the mouse scroll wheel, see details in Inserting data into data fields. You can also change parameter data with the mouse scroll wheel, see details in Inserting data into data fields.
  
-Then in **//Render Params leaf//** using **//frame nr 0//** set //color alpha// to full, change to **//frame nr 1//** (click the right pointing arrow button) and set //color alpha// to about half way.+Then in [[ped_ui#render_params|Render Params]] using **//frame nr 0//** set //color alpha// to full, change to **//frame nr 1//** (click the right pointing arrow button) and set //color alpha// to about half way.
  
 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: 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:
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 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. 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.
 {{:xmpl_005_002.png|}} {{:xmpl_005_002.png|}}
 +
 +===== 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>NOTE that due to the automatic data validation you need type the values into an array quite fast, or alternatively wait after each element for the validation to finish. The time how fast the validation starts can be tweaked from the tool’s preferences, this is described further in Particle Editor Section - UI Details - Prefs</WRAP>
 +<WRAP important>And yes, this can be quite annoying so you might wanna go ahead and adjust that time value..</WRAP>
 +
 +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 **//FireSparksSmall//** class and change **//Random//** → **//Move velocity//** to [1,1,1].
 +
 +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 ({{:rename_btn.png?20|}}) or ``SHIFT + ALT + R``. In any case a renaming window opens.
 +{{  :xmpl_006_001.png  |}}
 +Type in the name you want (I used //ballsoffire//) and press **//OK//** -> the name shown in all the lists and below the emitter changes.
 +<WRAP important>NOTE that names can only include English alphabet letters, no number as first letter of the name and from special characters only underscore is allowed. </WRAP>
 +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.
 +{{:xmpl_006_002.png|}}
 +
 +===== One More Attach Method =====
 +If you used global attach in the previous example here’s an example for the "drag attach" mentioned in the previous example:
 +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>NOTE that the way the object surface detection works you may not see the exact results you might be expecting so it can be a bit fiddly. The dragged emitter(s) may not follow the mouse cursor exactly 100%</WRAP>
 +{{:xmpl_006b_001.png|}}
 +{{:xmpl_006b_002.png|}}
 +
 +===== Import Module =====
 +Lastly let’s test the **//Import Module functionality//**, a button that can be found in the **//Special//** leaf.
 +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 //moduleSmoke_emitter_X// or //moduleFire_emitter_X// name.
 +
 +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:
 +{{ :xmpl_007_001.png  |}}
 +<WRAP important>NOTE that in order for the pop-up to appear the tool itself must be running before you load the scenario (launched via the tools menu or the kb shortcut), otherwise the scenario will load normally.</WRAP>
 +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.
 +{{:xmpl_007_002.png|}}
 +{{:xmpl_007_003.png|}}
 +
 +As stated you can also import only the selected ones. So, either reload the previous scenario and press **//Ignore//** in the pop-up or start a new scenario and place down a couple of those fire or smoke effect modules (//Systems → effects →//).
 +Switch to the **//Special//** leaf, there you will find **//Import Module(s)//** button enabled.
 +{{ :010_ped_spec.png |}}
 +
 +Select one of the modules and press **//Import Module(s)//**. The selected module will change into an emitter. You can of course select multiple modules as well.
 +{{:xmpl_008_002.png|}}
ped_examples.1638088370.txt.gz · Last modified: 2021/11/28 08:32 by hneg