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{{需要翻译|译者=霜泽图书馆}} | {{需要翻译|译者=霜泽图书馆}} | ||
Particles are special entities used by other entities to create visual effects such as lightning, snow, etc. | |||
Particles are defined in '''.asset''' files which are found in {{path|gfx/particles/}}. | |||
== | == Adding a Particle == | ||
{{SVersion|1.5}} | {{SVersion|1.5}} | ||
== Particle Editor == | |||
{{SVersion|1.5}} | |||
The particle editor can be accessed by adding ''exclusively'' '''-editor''' to your launch options in Steam and '''reverting to 1.11'''; anything earlier will result in a non functional launcher, anything later will result in a crash upon trying to access the editor. '''Since the particle editor can't access new particles made by the mod, it is necessary to overwrite vanilla particles, move the edited particles to your mod files, and then verify integrity after you've finished.''' The particle editor can access any vanilla entity, mesh, or particle; once accessed, the vanilla particle can then be edited to fit your needs. | |||
== Adding a Light== | |||
{{SVersion|1.5}} | |||
Lights are special types of particles that are referred to in entities, for example the muzzle flash of the gun during the combat animation. | |||
Here is a generic example: | |||
<pre> | <pre> | ||
light = { | |||
name = | name = "name_of_light" | ||
color = { | |||
r = { <float> } | |||
g = { <float> } | |||
b = { <float> } | |||
} | |||
intensity = <float>, fade | |||
radius = <float> | |||
falloff = <float> | |||
position = { | |||
x = <float> | |||
y = <float> | |||
z = <float> | |||
} | |||
animation = { | |||
name = "name_of_animation" | |||
start = <float> | |||
duration = <float> | |||
repeat = yes | |||
op = <type> | |||
minValue = <float> | |||
maxValue = <float> | |||
curve = { | |||
<decimal> <decimal> <decimal> <decimal> <decimal> <decimal> | |||
#example: 0.000 0.000 0.250 1.000 0.500 0.500 0.750 0.000 1.000 1.000 | |||
< | |||
< | |||
} | } | ||
} | } | ||
} | } | ||
</pre> | </pre> | ||
* '''name''' is the name of the light. | |||
* '''color''' is the color of the light. The values take decimal RGB. | |||
* '''intensity''' is the intensity of the light, and the second value is whether it fades. | |||
* '''radius''' is the radius of the light. | |||
* '''falloff''' is the falloff gradient of the light. | |||
* '''position''' is the position of the light relative to the entity using it. | |||
* '''animation''' is animation to play for the light. | |||
=== Animation === | |||
=== | |||
{{SVersion|1.5}} | {{SVersion|1.5}} | ||
* '''name''' is the name of the animation. | |||
* '''start''' is the starting position of the curve. | |||
* '''duration''' is the duration of the animation. | |||
* '''repeat''' determines whether the animation is repeated. | |||
* '''op''' determines how multiple sources mix. Can be multiply (MUL), additive (ADD) or absolute (ABS). | |||
* '''minValue''' is the minimum value on the curve. | |||
* '''maxValue''' is the maximum value on the curve. | |||
* '''curve''' is the curve used for the light; each set of two decimals denote an x and y position on the curve graph, the game uses these points to calculate a change in whatever the animation is interacting with. The amount of decimals should always be even; the max y value is determined by "maxValue" argument, the min y value is determined by the "minValue" argument, the max x value is determined by "duration" and the min x value is determined by "start". You can have as many sets of decimals as you want but the last x coordinate must match with the duration and the first must match with "start".<br /> | |||
'''name''' is the name of the | |||
''' | |||
''' | |||
''' | |||
''' | |||
{{Modding navbox}} | {{Modding navbox}} | ||
[[分类:Modding]] | [[分类:Modding]] |
2024年10月27日 (日) 15:46的最新版本
Particles are special entities used by other entities to create visual effects such as lightning, snow, etc.
Particles are defined in .asset files which are found in /Hearts of Iron IV/gfx/particles/.
Adding a Particle
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.5。 |
Particle Editor
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.5。 |
The particle editor can be accessed by adding exclusively -editor to your launch options in Steam and reverting to 1.11; anything earlier will result in a non functional launcher, anything later will result in a crash upon trying to access the editor. Since the particle editor can't access new particles made by the mod, it is necessary to overwrite vanilla particles, move the edited particles to your mod files, and then verify integrity after you've finished. The particle editor can access any vanilla entity, mesh, or particle; once accessed, the vanilla particle can then be edited to fit your needs.
Adding a Light
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.5。 |
Lights are special types of particles that are referred to in entities, for example the muzzle flash of the gun during the combat animation.
Here is a generic example:
light = { name = "name_of_light" color = { r = { <float> } g = { <float> } b = { <float> } } intensity = <float>, fade radius = <float> falloff = <float> position = { x = <float> y = <float> z = <float> } animation = { name = "name_of_animation" start = <float> duration = <float> repeat = yes op = <type> minValue = <float> maxValue = <float> curve = { <decimal> <decimal> <decimal> <decimal> <decimal> <decimal> #example: 0.000 0.000 0.250 1.000 0.500 0.500 0.750 0.000 1.000 1.000 } } }
- name is the name of the light.
- color is the color of the light. The values take decimal RGB.
- intensity is the intensity of the light, and the second value is whether it fades.
- radius is the radius of the light.
- falloff is the falloff gradient of the light.
- position is the position of the light relative to the entity using it.
- animation is animation to play for the light.
Animation
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.5。 |
- name is the name of the animation.
- start is the starting position of the curve.
- duration is the duration of the animation.
- repeat determines whether the animation is repeated.
- op determines how multiple sources mix. Can be multiply (MUL), additive (ADD) or absolute (ABS).
- minValue is the minimum value on the curve.
- maxValue is the maximum value on the curve.
- curve is the curve used for the light; each set of two decimals denote an x and y position on the curve graph, the game uses these points to calculate a change in whatever the animation is interacting with. The amount of decimals should always be even; the max y value is determined by "maxValue" argument, the min y value is determined by the "minValue" argument, the max x value is determined by "duration" and the min x value is determined by "start". You can have as many sets of decimals as you want but the last x coordinate must match with the duration and the first must match with "start".
文件 | 效果 • 条件 • 定义 • 修正 • 修正列表 • 作用域 • 本地化 • on action • 数据结构 (标记, 临时标记, 国家别名, 变量, 数组) |
脚本 | 成就修改 • AI修改 • AI focuses • 自治领修改 • 权力平衡修改 • 剧本/标签 (游戏规则)• 建筑修改 • 人物修改 • 修饰性TAG修改 • 国家创建 • 军队修改 • 决议制作 • 装备修改 • 事件修改 • Idea修改 • 意识形态修改 • 军工商修改 • 国策制作 • 资源修改 • Scripted GUI • 科技制作 • 单位修改 |
地图 | 地图 • 省份 • 补给区域 • 战略区域 |
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其他 | 控制台指令 • 故障排除 • 模组结构 • 成就代码分析 • Mod相关 • Nudger修改 |