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Yeronix
03-12-2015, 05:03 PM
Alright everyone, let me start this with:

1).+------------------------------------------------------------------ Preface.------------------------------------------------------------------ +
A) I have very little idea what I'm doing ;)
B) I'm not the best at explaining things ( even more so over text )
C) If you have problems I will do my best to help you, but I most likely won't be of much use :(
D) There is most likely better/more efficient/easier ways to do all of this, this is just how I have learned to do it :/
And finally
E) I am in no way an expert, pro, or very knowledgeable at all about Popcorn, but I am willing to share what little know how I have with y'all ;D

Ok! with that out of the way lets get into this!

I'm going to start assuming you know the basics, if not go check out the guide Celeress wrote here. (http://forums.trovegame.com/showthread.php?13223-A-Guide-to-VFX)

After that we can start :)

2).+------------------------------------------------------------------ Setup.------------------------------------------------------------------ +

I have set up a bare-bones base for people to use if they want:
Download. (https://www.dropbox.com/s/b18f7zbgvom6qrq/Base%20wings.zip?dl=0)

The wings we will be editing will be the base wings above, so export the folder in the zip to your project folder.

it should all look somewhat like this when your done:
http://i.imgur.com/9Q5Ujcu.png
I use my "Yeron's VFX" folder to keep all of my projects in one place. I would heavily recommend doing this! Your folder should look like the above screen. *Pretend "Demo wings" is "Base wings"*

Alight now you have all of this we can launch PopcornFX!
So launch it and open your project, hopefully it looks like this:
http://i.imgur.com/osAVw3e.png
{Edit: my previews never work, your might or might not I dunno :/ }

Now double click the mastery left wing, should look like this:
http://i.imgur.com/34tMgw5.png

Now that's a lot of orange ;P
But don't worry we will fix it {enter point of there has to be a better way to do this}

Open the first menu (wing_0)
Now look for CParticleRenderer_Billboard, should be under Renderers.
Click it, and look for Diffuse and AtlasDefinition.


Click the box for Atlas and find AtlasDefinitions folder in your project folder, then select the 8x1 you copied in there.

Now go through and repeat the above for everything else in the sidebar :o
It should help somewhat by telling you what file it's looking for.

After you have gone through and fixed everything { also known as orange-begone }
It should look a little something like this:
http://i.imgur.com/p4wtK8K.png
[I]IMPORTANT: ALWAYS ALWAYS ALWAYS BE SAVING, YOU CAN HIT CTR+S TO SAVE QUICKLY.

Great, now follow the above for character_wings_simple_mastery_right_01, aren't wings fun ;D

After that you should have a good base for making your wings, I would copy the folder and make a backup.

From here on it's mostly trial and error, half the fun is the exploration no? ;P

3).+------------------------------------------------------------------ Basic wings:------------------------------------------------------------------ +
Alright now it's the meat and bones!

Open the texture folder and find the wing texture, make a copy, now rename it to something (in this case I'll name it demo_wing.)

Now open the file, it will be .dds format, I personally use Mangastudio for all of my art, unfortunately it doesn't read .dds.
So I export it as .png and open it in aforementioned program.

Yeronix
03-12-2015, 05:03 PM
From here I draw the texture, in this case it will be... hum... how about a rock wing {counter intuitive I know}
Here's what I ended up with:
http://i.imgur.com/ezy4xD4.png
I make the background to help with visibility ( mostly on white wings, mostly personal preference ) and add a red line down the middle to give me an idea of how the Atlas will split it.

Now you have your texture go back to Popcorn.
Now either delete or disable all of the wings EXCEPT wing_0 (same with wing_grow, delete all but 0)
Everything should look a little weird, for some reason moving things around and deleting make the effect spawn again, just hit the little nuke icon up in the corner or CTR+R
You should have Wing_0, Burst_small_4, Wing_grow_0 Sparkles_1.

Alright!
open wing_0 and change the diffuse to the texture you made. It should look really odd, bu that's ok! We will fix that right now ;) go to your Trove AtlasDefintions folder, where you got the 8x1, and find 2x1. Now copy that to your folder.

In Popcorn click the Atlas under Diffuse, now select the 2x1 definition.
Still look weird? Probably, change the color down below where it says CParticleEvolver_Field and color.
Then what you can do is go back to the CParticleRenderer_Billboard and scroll down until you find "AxisScale" and change it around, I set mine at 3.

[Edit almost forgot, do the same with wing_grow_0]

Now do the same on the right wing.

Now you should roughly have a wing set!
Now what you need is a folder called particles -> in that folder another called FVX -> in that one you put your Particles, Textures, and AtlasDefinitions folders from your project.
Now zip up your first particles folder and name it.
Finally load that up in modloader and boot the game up!

You're the proud new owner of custom wings! :D
http://i.imgur.com/ImpiwGq.png

Ninja edit: If they look really white like here, mess around with the y curve in the color field, or the colorcoef field, add it in the fields node like this:
http://i.imgur.com/vratT3A.png
{Edit: Thanks Thelgmo for clearing up these icons:

Quick note on these transforms -- from what I can tell, using a rotate transform (the circular one) will orient the rotation field based on the direction the particle is being displayed, so you can make sure the rotation of a texture follows the character if they turn, the translate transform appears to align the "forward," "side," and "up" axes with the direction a particle is being displayed, so you can more easily have particles display in specific positions around the character as they move, and the full transform does both of these. In most cases, you can get a similar effect by using a localspace evolver.}
then click the +
After that add a new field under state_0 and select ColorCoeff.
Fiddle around with that and see what happens!

Yeronix
03-12-2015, 05:04 PM
~Reserved post.

Duong
03-12-2015, 06:13 PM
this threat is very useful for people who just star making mod. Thank for your contribution.

Celeress
03-12-2015, 06:46 PM
Ty for this Yeronix, I'll have a link to it from mine as well

Yeronix
03-12-2015, 07:36 PM
this threat is very useful for people who just star making mod. Thank for your contribution.

No problem.


Ty for this Yeronix, I'll have a link to it from mine as well

Sounds good, hopefully this was helpful ;P
Hope to see some new blood in the mod section!

TheIgmo
03-12-2015, 07:40 PM
Ninja edit: If they look really white like here, mess around with the y curve in the color field, or the colorcoef field, add it in the fields node like this:
http://i.imgur.com/vratT3A.png


Great guide! Quick note on these transforms -- from what I can tell, using a rotate transform (the circular one) will orient the rotation field based on the direction the particle is being displayed, so you can make sure the rotation of a texture follows the character if they turn, the translate transform appears to align the "forward," "side," and "up" axes with the direction a particle is being displayed, so you can more easily have particles display in specific positions around the character as they move, and the full transform does both of these. In most cases, you can get a similar effect by using a localspace evolver.

Yeronix
03-12-2015, 07:47 PM
Great guide! Quick note on these transforms -- from what I can tell, using a rotate transform (the circular one) will orient the rotation field based on the direction the particle is being displayed, so you can make sure the rotation of a texture follows the character if they turn, the translate transform appears to align the "forward," "side," and "up" axes with the direction a particle is being displayed, so you can more easily have particles display in specific positions around the character as they move, and the full transform does both of these. In most cases, you can get a similar effect by using a localspace evolver.

Oh really, I never knew what those icons did ;o the more you know!
If you don't mind I'll add this to the OP.

TheIgmo
03-12-2015, 07:55 PM
Oh really, I never knew what those icons did ;o the more you know!
If you don't mind I'll add this to the OP.

Sure! Most of the transforms don't really seem to matter, just when you're using fields for an axis to line stuff up. If you notice, by default Position gets a full transform applied and velocity gets a rotate transform (you CAN turn this off by changing it with the Presets button, but things get a little weird), so unless you're using fields for something that's aligned along a custom field, it's not necessarily useful knowledge. ;) I just thought it might be helpful in case someone wanted a to have a static image that followed the player in some way :)

Edit: Side note -- these transforms are what I tried using when I was trying to see if I could get VFX that would allow a "virtual face-change" for Leeon1234's F43, but I ran into problems when I found out that nearly all of the fae's abilities are anchored to the weapon position instead of the body position.

Yeronix
03-12-2015, 08:05 PM
Sure! Most of the transforms don't really seem to matter, just when you're using fields for an axis to line stuff up. If you notice, by default Position gets a full transform applied and velocity gets a rotate transform (you CAN turn this off by changing it with the Presets button, but things get a little weird), so unless you're using fields for something that's aligned along a custom field, it's not necessarily useful knowledge. ;) I just thought it might be helpful in case someone wanted a to have a static image that followed the player in some way :)

Edit: Side note -- these transforms are what I tried using when I was trying to see if I could get VFX that would allow a "virtual face-change" for Leeon1234's F43, but I ran into problems when I found out that nearly all of the fae's abilities are anchored to the weapon position instead of the body position.

Hmm Ice sage has an idle effect that seems to anchor center of mass... just food for thought...

TheIgmo
03-12-2015, 08:18 PM
Hmm Ice sage has an idle effect that seems to anchor center of mass... just food for thought...

I know ;) I'm actually working on an ice sage project right now -- I'm hoping to have a first version done this weekend, and the VFX are going to be taking advantage of that passive aura :D

Yeronix
03-12-2015, 08:25 PM
I know ;) I'm actually working on an ice sage project right now -- I'm hoping to have a first version done this weekend, and the VFX are going to be taking advantage of that passive aura :D

I see I see ;) I'm expecting great things!

Thinking through, do any other classes use an idle effect? I don't own all of them so I haven't noticed...

Stealth545
03-22-2015, 11:04 AM
#rockwingshype

11/10 needs more weight

OMYRASPBERY
06-03-2015, 11:23 AM
I am getting a matrix grid when I try to input my custom texture file? what am I doing wrong?

TheIgmo
06-03-2015, 11:28 AM
I am getting a matrix grid when I try to input my custom texture file? what am I doing wrong?

This is almost always due to the dimensions of the image file in use. The dimensions seem to require being some exponent of 2 (64, 128, 256, 512, 1024, etc.). Try resizing the image to something like 1024x1024 (or if you need it to be rectangular, something like 512x1024, 512x256, etc.)

OMYRASPBERY
06-03-2015, 11:44 AM
This is almost always due to the dimensions of the image file in use. The dimensions seem to require being some exponent of 2 (64, 128, 256, 512, 1024, etc.). Try resizing the image to something like 1024x1024 (or if you need it to be rectangular, something like 512x1024, 512x256, etc.)

That fixed it! thank you :D