Particle Emitter Creator: Glowy-Eyed Murloc
This tutorial will explain how to use the particle emitter creator and what all its attributes do.
MDL(s) needed: Murloc (Units\Creeps\Murloc\Murloc.MDX)
- Open the particle emitter creator.
- You will be faced with a list of attributes that determine how the particle emitter looks. Each one is explained here:
- Position: Where the particles originate. The coordinates are shown as (how far forward/back, how far left/right, how far up/down).
- Color: The shading of a particle at the start, middle, and end of its life.
- Size: The size of an individual particle.
- Speed: How fast it moves away from the source.
- Lifespan: How long, in seconds, that it lasts before disappearing.
- Gravity: How strongly it will be pulled down.
- Rate: How many particles come out per second.
- Texture: Full texture path used by every particle.
- Blend mode: "Blend" makes the particle darken the pixels and "Add" makes it lighten.
- Parent: Which bone to follow. The list will not load until you load a model. Items are listed as Bone Name: Bone's Parent so you can identify badly-named bones by their hopefully better named parents.
- Visiblity: Controls which animations it is and is not visible in. Use the arrows pointing either direction to change move animations. The list will not load until you load a model.
- Open Murloc.mdl. You will see that the list of animations (to control visbility) has loaded and the "Parent" dropdown menu has items.
- Firstly, set the position. To find out where the eye is, I used the vertex modifier. Just open VertexModifier.exe, open the Murloc, hover your mouse where the eye is, and record the coordinates. I came up with (25, 10, 46) for the left eye and (25, -10, 46) for the right. Type those into the boxes in that order.
- Next, the color. Of course, you can set this to whatever you want. Simply click the colored button and pick your color for each box. I chose yellow, orange, and red.
- Size: 3
- Speed: 10
- Lifespan: .3
- Gravity: 0
- Rate: 100
- Textures: Textures\GenericGlowX.blp
- Blend mode: Add
- Parent: "Head: Bone_Head"
- Visible in: Walk, Stand, Attack Spell, Stand -3, Attack - 1, Stand 2
- Invisbile in: Decay Flesh, Death, Decay Bone
- Click "Save" and save as something like GlowyMurloc1.mdl. This would be a good time to test and make sure that everything is as you want it before you go ahead and add the other eye's glow. The previewer is very inaccurate with emitters, so I recommend that you use the World Editor itself.
- Continue tweaking values, resaving, and retesting until you're satisfied.
- Now, the other eye. Click load and choose the MDL you just saved (GlowMurloc1.mdl in my example).
- Change the 10 of the position to -10 in order to make it be on the other side.
- The parent and visiblities fields will have been reset. Set them as the last one was.
- Save as something like GlowMurloc2.mdl. Test again and everything should be done.
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