Jump to content

GTA particle effects


DiSaMe

Recommended Posts

Posted

SA-MP 0.3c will include objects with no vertices and faces, only particles attached to them. I wanted to check if MTA SA can import particle data of custom DFFs, so that I would know if that would be an advantage of SA-MP or not. I created models with particle effects and tested them in MTA. They worked, and this is the video:

Posted

With effect functions you can change parameters for some particles, and it's better in this way. But less than half of particles can be created with these functions, so custom DFFs can help a lot.

Posted

Looks good but you should put some exported functions in the resource. Like "createCarWashEffect(x,y,z,size)", "createCokeTrailEffect(x,y,z,size)", "moveEffect(effect,x,y,z)", etc.; so that it's possible to use this as an included script for a resource.

Posted

Yes, I tried to do that, it works. But I copied some data from GTA SA files. I couldn't write all data myself because gtamodding.com lacks some 2dfx documentation.

Posted
Yes, I tried to do that, it works. But I copied some data from GTA SA files. I couldn't write all data myself because gtamodding.com lacks some 2dfx documentation.

You can use dexx_gta script to make your own lights :)

  • 5 months later...
Posted

I don't even know if there's a script on 3dsmax for importing/exporting DFFs with particles.

Posted

If you want to change the direction of particles, rotate the whole object, but I don't know if that works on all directional particles. I made models with a hex editor and RW analyzer, because no modelling was needed.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...