Jet pack position problem

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LitFam
Sergeant Major
Sergeant Major
Posts: 234
Joined: Sat Feb 04, 2017 5:52 pm
Games I'm Playing :: SWBF II 2005
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Location: Milky Way, Solar System, Earth, Antarctica

Jet pack position problem

Post by LitFam »

Does any one know how to correct the positions of the jetpack effects?

I need this .fx to be like the stock clone jet trooper one can anyone figure it out?
Hidden/Spoiler:
[code]ParticleEmitter("JetExhaustBlur")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0400, 0.0400);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-1.0000,-1.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.6000,-0.6000);
PositionY(-0.2100,-0.2100);
PositionZ(-0.1500,0.1500);
}
PositionScale(0.0000,0.0000);
VelocityScale(20.0000,20.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.2000, 0.3000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 64.0000, 64.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.1500);
Position()
{
LifeTime(0.0500)
}
Size(0)
{
LifeTime(0.0100)
Scale(1.5000);
Next()
{
LifeTime(0.1000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(0.1500)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("BLUR");
BlurValue(0.0500);
BlurRes(0.0000);
Type("PARTICLE");
Texture("com_sfx_waterspray3");
}
ParticleEmitter("JetExhaust")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0050, 0.0050);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-1.0000,-1.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.2400,-0.2400);
PositionY(-0.2100,-0.2100);
PositionZ(0.2500,0.2500);
}
PositionScale(0.0000,0.0000);
VelocityScale(10.0000,10.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.1000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 200.0000, 200.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.0750);
Position()
{
LifeTime(0.0750)
}
Size(0)
{
LifeTime(0.0100)
Scale(1.5000);
Next()
{
LifeTime(0.0650)
Scale(0.0000);
}
}
Color(0)
{
LifeTime(0.0750)
Reach(0.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flames1");
}
ParticleEmitter("Flare")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Red(255.0000, 255.0000);
Green(255.0000, 255.0000);
Blue(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.2400,-0.2400);
PositionY(-0.2100,-0.2100);
PositionZ(0.2500,0.2500);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.3000, 0.3000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 32.0000, 32.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.1000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(1.0000)
}
Color(0)
{
LifeTime(0.1000)
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashball2");
}
ParticleEmitter("JetExhaust")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0050, 0.0050);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-1.0000,-1.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.2400,-0.2400);
PositionY(-0.2100,-0.2100);
PositionZ(-0.2500,-0.2500);
}
PositionScale(0.0000,0.0000);
VelocityScale(10.0000,10.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.1000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 200.0000, 200.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.0750);
Position()
{
LifeTime(0.0750)
}
Size(0)
{
LifeTime(0.0100)
Scale(1.5000);
Next()
{
LifeTime(0.0650)
Scale(0.0000);
}
}
Color(0)
{
LifeTime(0.0750)
Reach(0.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flames1");
}
ParticleEmitter("Flare")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Red(255.0000, 255.0000);
Green(255.0000, 255.0000);
Blue(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(-0.2400,-0.2400);
PositionY(-0.2100,-0.2100);
PositionZ(-0.2500,-0.2500);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.3000, 0.3000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 32.0000, 32.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.1000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(1.0000)
}
Color(0)
{
LifeTime(0.1000)
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashball2");
}
}
}
}
}
}[/code]
Samee3
First Lance Corporal
First Lance Corporal
Posts: 123
Joined: Sun Jul 05, 2015 5:07 pm
Projects :: BF2 Refresh Mod
Games I'm Playing :: Empire at War
xbox live or psn: VaporousFern310
Location: California, USA

Re: Jet pack position problem

Post by Samee3 »

You're probably looking for the Particle Editor. Here's how to get it working, found in the FAQ.
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