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ped_examples [2021/11/28 08:32] – [Ruins On Fire] 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, | ||
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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 | + | 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: | 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. | ||
{{: | {{: | ||
+ | |||
+ | ===== 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)// | ||
+ | {{: |