+ Reply to Thread
Page 1 of 11 1 2 3 ... LastLast
Results 1 to 10 of 110

Thread: A Guide to VFX

  1. #1
    Senior Member Celeress's Avatar
    Join Date
    Oct 2014
    Location
    Chicago, Illinois
    Posts
    1,734

    Post A Guide to VFX

    Quick Note:

    TROVE HAS UPDATED TO POPCORN FX VERSION 1.8 SO MAKE SURE YOU UPDATE TO THE LATEST VERSION NOW IF YOU WANT THE BEST RESULTS!


    Some pieces of the class' abilities are not changed in Popcorn, but are actually blueprints that you change just like any other costume/mount/item whatever.
    These are:

    Candy Barbarian Power up candies:
    powerup_candy_health.blueprint
    powerup_candy_rage.blueprint

    Candy Barbarian Ice Cream Cone:
    C_P_ice_crom_cone.blueprint

    Ice Sage:
    C_P_ice_chunk.blueprint

    Dracolyte Bombs:
    C_P_dracolyte_bomb_01.blueprint

    Shadow Hunter Traps:
    C_P_shadowhunter_bomb_01.blueprint

    Note from Ocgineer:

    Quote Originally Posted by Ocgineer View Post
    I would suggest to mention if you have a particle spawned that DOES NOT change size or color over time, to define these in the "Spawner Script" (like the confetti) to increase overall performance. If they want to change color or size over time then they should use the CParticleEvolver_Field.

    Alpha fade can be done like the confetti or with a CParticleEvolver_Field ColorCoeff (must be added to fields if it isn't present, maybe also show how) and use the CparticleEvolver_Script to fade out the particle: Color = Color * ColorCoeff; .

    Also they can create backdrop glows by adding a 2nd CParticleRenderer billboard but they should define in Fields color2 and Size2 and set these variable in the CParticleRenderer so the renderer knows what variable it needs to look for to set the color and size.
    Wings:

    Check out Yeronix's guide on making these!
    http://forums.trovegame.com/showthre...de-Basic-wings.



    ------------------------------------------------------------------------------------------------------



    Not gonna waste any time, Just gonna jump straight into the steps and what not:

    Trove's VFX/Particles or whatever you want to call them are made in PopcornFX, you can download it here: http://www.popcornfx.com/download/

    You can either click "Latest Build" Or just find the most recent version:


    Once you've completed the Installation, open up the program. You should get a window that looks like this:



    Click "Add"



    Another window will pop up. Navigate to Trove's "live" folder



    Once here, go into the folder called "particles" and then in the folder called "VFX." You should see a file called "PopcornProject." Open this



    Now once you've done this, you should see a project come up in the "Projects" section of the previous window: (Don't worry about "Test Particles," thats for me)



    And now, cilck "Ok" in the bottom right of the window to open up the Project



    Now, another window should come up. If you did it right (Added Trove's Popcorn Project) then you should see all of Trove's VFX listed here. Mine MAY look a little different than yours but thats only because I have a lot of the edited VFX in extra folders etc.



    Now, lets use the Search bar to the right and search for a particle to edit. We'll start with something simple so search for "Pinata." Find the particle called "item_pinata_trail_01" double click it.



    Another new window will come up. This will be the window that you do all the editing in. It might look a little scary at first but as long as you know where you're looking, its pretty easy trust me! So just make sure to follow along.



    .
    IGN: Celeress
    Twitch: http://www.twitch.tv/celeress
    My latest mod: Battle Banner Sage
    Referral Code: YCCR-JL2Q-D7TH-79DE-WZK6
    Mastery level: 200
    Quote Originally Posted by Grumpntug View Post
    we want to ease into the idea like an old man into a tub

  2. #2
    Senior Member Celeress's Avatar
    Join Date
    Oct 2014
    Location
    Chicago, Illinois
    Posts
    1,734
    Lets begin by shifting our attention to the bottom left corner, the "Particles Treeview." Start by expanding the Particle Layer "Confetti_1." It has a red icon next to it, just click the little white arrow to open it up. Once you expand the Confetti layer, find the CParticleRenderer and click on it. Once you click on it, move your attention to the top left portion of the window.. the "Node Properties."



    Once you do this, find the "Diffuse" section where the texture is seen.



    Now click on the texture called "Texture/vfx_square_.dds" and a window should appear. If the window that comes up isn't the Trove's Textures folder, navigate to it. Trove > live > particles > VFX > Textures. Once you're there, open the "vfx_burst_01" texture.



    Once done, you will notice the Particle has changed in the Particle viewport:



    You just changed the Confetti texture! But it looks a little small doesn't it.. maybe we should increase it's size. To do so, go back to the "Particles Treeview" and go back to the "Confetti_1" layer. On "State_0," right click it and click "New Evolver" and find the "CParticleEvolver_Field." Add one of these!



    Once you add the CParticleEvolver_Field, on the drop down menu next to it, add "Size2." If it is still highlighted Red when you do this, delete the CParticleEvolver_Field and add another one and repeat the step. Once you do it correctly, it should not be highlighted in Red.



    You might notice the Particles in the Particles Viewport disappeared. Thats ok, it's because of the Size field you just added. It defaults to 0. Click on the CParticleEvolver_Field you just created and you will notice a Graph come up in the bottom right portion of the window. Here, you will notice 2 lines, a Red line and a Green line. You can highlight both lines and drag them around to increase the particles size! Note: The particles will follow these lines throughout their life span, meaning that if you start the lines out low and end them high, the particles will gradually get larger until they disappear and vice versa, try playing around with it a bit!



    Now that you know how to change the size and you can see this new texture you added, maybe you're not too sure about the colors.. so lets change them! Go back to "State_0" and add another "CParticleEvolver_Field," except this time instead of setting it to "Size2," set it to "Color."



    Once you've added the Color field, click on it and you'll see another Graph come up in the bottom right portion of the window. This time, you have 4 lines instead of 2. A Red line for Red, Green for Green, Blue for Blue, and White for Black/White. Try experimenting a bit by dragging the lines around. If you only want to drag 1 or 2 lines around, try unselecting the line in the upper left portion of the Graph. You should notice that while doing this, the colors of your Particles will change!



    And thats pretty much the basics of creating VFX! To save it, click "File" on the top left and click "Save As." I recommend creating a new folder inside the "Particles" folder to keep all your edited VFX just so you have them all in 1 place.

    If you have any questions feel free to ask, I'll do my best to answer them and I'll add on to this guide depending on what people want/need help with! (Also, sorry if it felt rushed >.<, I'll tidy up a bit later)
    IGN: Celeress
    Twitch: http://www.twitch.tv/celeress
    My latest mod: Battle Banner Sage
    Referral Code: YCCR-JL2Q-D7TH-79DE-WZK6
    Mastery level: 200
    Quote Originally Posted by Grumpntug View Post
    we want to ease into the idea like an old man into a tub

  3. #3
    Senior Member Celeress's Avatar
    Join Date
    Oct 2014
    Location
    Chicago, Illinois
    Posts
    1,734
    *Reserved Post*
    IGN: Celeress
    Twitch: http://www.twitch.tv/celeress
    My latest mod: Battle Banner Sage
    Referral Code: YCCR-JL2Q-D7TH-79DE-WZK6
    Mastery level: 200
    Quote Originally Posted by Grumpntug View Post
    we want to ease into the idea like an old man into a tub

  4. #4
    Senior Member Dusty_Mustard's Avatar
    Join Date
    Nov 2014
    Location
    Vega System
    Posts
    3,715
    Thank you for this, I needed a helping hand as I have been too lazy to watch those YouTube videos.

  5. #5
    Senior Member FriedSushi's Avatar
    Join Date
    Jan 2015
    Location
    3124 S'mores Lane, Chocolate Falls, Candoria 11389
    Posts
    1,550
    Oh my goodness, thank you! This is something I've been wanting to play around with for a while. The only other thing I'd like to know is if it's possible to make custom drawn textures? Like, I've been wanting to make some cloudy textures for my ram mount to replace the smoke clouds from Skully's effects. I noticed the smoke effects are made by creating several images to make the moving effects. How would I go about making a custom texture for that, do you know how to do that?




  6. #6
    Senior Member Milambit's Avatar
    Join Date
    Sep 2014
    Location
    127.0.0.1
    Posts
    1,614
    This is an awesome reference to have for everyone.

    Awesome job!
    "to be neutral, to be passive in a situation is to collaborate with whatever is going on." - Howard Zinn


    ...This is some music I made...

    Little boxes on the hillside, / Little boxes made of ticky-tacky,
    Little boxes on the hillside...
    Little boxes, all the same...

    Milambit23/Lykos23/Milambit - That guy what once roamed the Trove Creations Subreddit
    kak Быль Брat

  7. #7
    Senior Member TheIgmo's Avatar
    Join Date
    Nov 2014
    Posts
    1,328
    Quote Originally Posted by FriedSushi View Post
    Oh my goodness, thank you! This is something I've been wanting to play around with for a while. The only other thing I'd like to know is if it's possible to make custom drawn textures? Like, I've been wanting to make some cloudy textures for my ram mount to replace the smoke clouds from Skully's effects. I noticed the smoke effects are made by creating several images to make the moving effects. How would I go about making a custom texture for that, do you know how to do that?

    While it's possible to create a custom image atlas (those red lines in the bottom right portion of the window, that divide a texture into smaller textures -- in your picture it's the 5x5 atlas), I generally just use the atlases that are included with the Trove project files. There's atlases for 2x2, 3x3, 4x4 and 5x5 (as well as a few others), and if you create a texture file with the "frames" you'd like to use for the animation in equally sized frames in one of those layouts (2x2, 3x3, etc.), you can select the atlas that matches the layout you used by clicking the atlas field just below the image preview in the upper-left portion of the window shown in your image. For an example on the texture file, let's say you have a set of four 64 pixel by 64 pixel images that you'd like to create an animation from -- you would create a 128 pixel x 128 pixel image with one of those images in each "corner", and this would use a 2x2 atlas file. The atlas file names have the layout of the atlas included in them, so it's easy to find the layout you're looking for. Using a flipbook evolver (just below the physics evolver in your image) you can set the first frame that you want to display, the last frame that you want to display (in case you don't have an image in EVERY frame), and the number of times you'd like the animation to loop (this is based on the "life" value of the particle). The frames display starting from left-most image in the top row, moving right until the end of the row, then doing the same for the next row down, etc. Using the example of the 2x2 atlas above, the top left would display first, then the top right, then the bottom left, then the bottom right.

    Edit: Side note: the TextureID for atlased textures starts at 0, so for the atlas shown in your picture, the TOP row would be 0, 1, 2, 3, 4 and then the next row 5, 6, 7, 8, 9, and so on down through the rows. You can also use atlases to display random images (I used this on the shadow hunter for the "runes") by NOT including the flipbook evolver, and instead setting TextureID to a random number in the range you'd like to use (ex. TextureID = rand(0, 3); would make the particle that appears one of the first 4 "frames")

    Edit2: Sorry if any of this is incoherent -- I've had a bit of applejuice this evening

  8. #8
    Senior Member Celeress's Avatar
    Join Date
    Oct 2014
    Location
    Chicago, Illinois
    Posts
    1,734
    Quote Originally Posted by FriedSushi View Post
    Oh my goodness, thank you! This is something I've been wanting to play around with for a while. The only other thing I'd like to know is if it's possible to make custom drawn textures? Like, I've been wanting to make some cloudy textures for my ram mount to replace the smoke clouds from Skully's effects. I noticed the smoke effects are made by creating several images to make the moving effects. How would I go about making a custom texture for that, do you know how to do that?

    I reserved that post so I could add in a "making custom textures" portion to this. In the meantime though, Thelgmo did a pretty good job explaining things as well as atlas images which can get a little confusing.
    IGN: Celeress
    Twitch: http://www.twitch.tv/celeress
    My latest mod: Battle Banner Sage
    Referral Code: YCCR-JL2Q-D7TH-79DE-WZK6
    Mastery level: 200
    Quote Originally Posted by Grumpntug View Post
    we want to ease into the idea like an old man into a tub

  9. #9
    Senior Member FriedSushi's Avatar
    Join Date
    Jan 2015
    Location
    3124 S'mores Lane, Chocolate Falls, Candoria 11389
    Posts
    1,550
    Quote Originally Posted by TheIgmo View Post
    While it's possible to create a custom image atlas (those red lines in the bottom right portion of the window, that divide a texture into smaller textures -- in your picture it's the 5x5 atlas), I generally just use the atlases that are included with the Trove project files. There's atlases for 2x2, 3x3, 4x4 and 5x5 (as well as a few others), and if you create a texture file with the "frames" you'd like to use for the animation in equally sized frames in one of those layouts (2x2, 3x3, etc.), you can select the atlas that matches the layout you used by clicking the atlas field just below the image preview in the upper-left portion of the window shown in your image. For an example on the texture file, let's say you have a set of four 64 pixel by 64 pixel images that you'd like to create an animation from -- you would create a 128 pixel x 128 pixel image with one of those images in each "corner", and this would use a 2x2 atlas file. The atlas file names have the layout of the atlas included in them, so it's easy to find the layout you're looking for. Using a flipbook evolver (just below the physics evolver in your image) you can set the first frame that you want to display, the last frame that you want to display (in case you don't have an image in EVERY frame), and the number of times you'd like the animation to loop (this is based on the "life" value of the particle). The frames display starting from left-most image in the top row, moving right until the end of the row, then doing the same for the next row down, etc. Using the example of the 2x2 atlas above, the top left would display first, then the top right, then the bottom left, then the bottom right.

    Edit: Side note: the TextureID for atlased textures starts at 0, so for the atlas shown in your picture, the TOP row would be 0, 1, 2, 3, 4 and then the next row 5, 6, 7, 8, 9, and so on down through the rows. You can also use atlases to display random images (I used this on the shadow hunter for the "runes") by NOT including the flipbook evolver, and instead setting TextureID to a random number in the range you'd like to use (ex. TextureID = rand(0, 3); would make the particle that appears one of the first 4 "frames")

    Edit2: Sorry if any of this is incoherent -- I've had a bit of applejuice this evening
    I think I caught some of that at least xD. I have fun making the mounts/costumes but when it comes to effects... Bleh! Lol. Just not something I generally enjoy doing, but I'm trying to learn anyways. I understand most of what you were saying, but how would I go about making my custom textures into a .dds file?



  10. #10
    Senior Member Stinger's Avatar
    Join Date
    Jan 2015
    Posts
    1,313
    This would be really helpful. Thanks !

    Frontier Sheriff| Elysian Alchemist | Pool Boy | The Time Sage | Neon Scientist | Diggsly Driller | Turtleborn | IGN: iStinger

+ Reply to Thread
Page 1 of 11 1 2 3 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts