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TUTORIAL - Effect Shaders


weijiesen

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Here I have quickly outlined the important info for creating a particle shader (EFFECT SHADER). I'm only emphasizing on the particles right now, and have only broken down with the primary values mean. If you want to know more about the particles' texture, color, or Addon Effects (in the lower right corner), I can answer you via PM, or if many of you want a MORE DETAILED explaination of every little thing on the WHOLE ENTIRE Effect Shader window, I can add to this tutorial, or write a new one.

Also, I'm putting this here because I am not able to edit the Nexus Wiki. Not sure where to begin with that, but if someone would like to post a screenshot for me of where to go an what to click on in order for me a put a tutorial up on Nexus Wiki, i would *greatly* appreciate it and awared with Kudos.

 

Let's begin. In the Effect Shader window, on the right side that is for particles!

 

  • Most important is the "Full Particle Brith Count". you can see that a value of "1" will spawn 79 particles. Any number above this would be 79x#.
     
  • Now look at the "Full Particle Birth Ramp Up Time". This is how LONG it will take for the Full Particle Birth Count to be acheived. Meaning how long it will take to reach up to emitting 79X#.
     
  • Now look at Full Particle Birth Time. This is how long its going to *continue* emitting at that ratio once reached. The "Full Particle Birth Ramp Down Ratio" doesn't apply to your Particle Effect, *unless* you are making a special effect where the particles never stop/never leave. If you want that (which applies for as long as the effect is on the object/NPC as stated in your script) then you'd change teh Persitant Particle Birth Ratio. If your script activates a PMS, but, doesnt ever do SMS, then the Particle Effect will remain forever, emitting at the # you specified in the Persistant Particle Ratio.
     
  • "Particle lifetime" is very fun :) i love it. LOOOVE it. hehehe this is how long the particle will remain visible/exist. If you wanna send particles flying way up into the sky, make sure this number is high enough so they will live long enough to be seen traveling up there. Just like in that Pulse Pistol death in EVE, ah good times... anyway.
     
  • "initial Speed Along Normal" <-- this is the velocity the particle will travel from the very moment of existance. Notice the 2 numbers, If the first number is input, but the second value is "0.000", then ALL PARTICLES when spawned will travel at that rate. BUT, if you specify a second value, then any particle can travel at a speed of + or - the 2nd value against the 1st. YAY! its fun! makes them totally random. like flying out erratically everywhere.
     
  • "Accelleration aAlong Normal" This is going to determine a "smooth start" so to speak. Like its accelerating up to the speed you specified above. bigger number = higher acceleration. Just like my motorbike. vroom vroom!
     
  • "Initial Velocity" <--- X,Y,Z use those coordinates to determine the route/direction of the particle.
     
  • "Acceleration" <--- again, X,Y,Z, use this to determine the exact velocity a particle will have when reaching the top-speed you specified above. If you want the particle to rise up, then fall back down, you need to pay attention to the Particle Lifetime!
    Take the "initial Velocity" and divide it by the particle's lifetime, now if your "Acceleration" (xyz) (an absolute number that is NEGATIVE) is bigger than the "initial Velocity divided by the particle lifetime", then it will go back the same direction it came. (i.e. Z axis up, then floating back down with -Z axis).

The "scale keys" and U/V cutting the image are simple enough to figure out, as is the Addon Effect part in the lower right corner. But if anyone should *need* more info about Particle Shaders that I didnt cover (such as the texture, the color, and the addon bit) you can PM me, or tell me what you need and I'll consider adding more info to this tutorial.

 

There, that should be most everything you need to know about making your own kick-ass custom Particle Effect Shaders.

 

*This has been a knowledge sharing science session by WJS, firstly - count your blessings (I had free time and energy to type all this in English). secondly - don't reproduce this without my prior consent, ya' jerk.

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Hi!

 

Thanks for your tutorial on shader effects in geck!

 

If i am loged into the nexus wiki i can edit only an existing document, but not add any entries to directories or categories.

 

Maybe this is not as intended, or maybe an article submission form is in the works.

 

Lets make sure this is getting bumped enough until its put where it belongs.

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Hi!

 

Thanks for your tutorial on shader effects in geck!

 

If i am loged into the nexus wiki i can edit only an existing document, but not add any entries to directories or categories.

 

Maybe this is not as intended, or maybe an article submission form is in the works.

 

Lets make sure this is getting bumped enough until its put where it belongs.

YEP that's my problem too. i clicked everything and looked all around. I cant find any way i can add something NEW, can just edit a few existing things.

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If i am loged into the nexus wiki...

Nexus Wiki? Are you talking about the GECK Wiki, or is there another Wiki for the Nexus?

 

Usually, to add new content to a wiki, you have to search for it first. Under the Search Results, you should see a link in bold/red which says: You searched for FOO. Click the FOO link and you should end up at "You have followed a link to a page that does not exist yet.", where you can then fill it out and save - creating a new page.

 

I have a question about the Effect Shaders. I put one on a container (tried the the 2 that come with the companion perks) and it worked, but it "flashes" when I walk around it. IE: It looks good if I stand still, but if I pan around it, it's like the Effect Shader is Z fighting with the objects texture. Again, if I stop moving, it looks fine.

 

Is there any way to prevent that?

 

Thanks

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I would like some information about the color selectors on the shader screen. I have experimented, but I am not getting any results I can predict. On the screen, there are six selectors: (a) upper left in fill/texture effect, (b) lower left in edge effect, © center in edge color, (d) upper right, color key 1, (e) color key 2, (f) color key 3. I am varying the PulseDisableFXShader. It seems the only color selector that has any effect is (f) color key 3. If I set that to green, the effect is almost entirely green; none of the other selectors seem to have much effect. Can you help us understand what these colors are used for?
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