With the death of filefront, and with many mod resources lost. I decided on making a sort of archive for all the mods and other files I could save before they where lost. I will give all credits to the original creators, and I will make sure to only give out files that the original creators would approve for redistribution. Should I make a mistake, just contact me and I will remove the file as fast as I can. I have no intention of taking credits for others work, and I just want to save and help the Dow modding community. Check out addons section here for new models and other stuff regularly. :)

Post tutorial Report RSS RDNWiki: DOWFXTool

Welcome to the FX Tool documentation! The FX Tool is a small and relatively simple program that can be used to tweak or create dazzling and beautiful special effects for all of your modding needs. Whether your new effect is for a new weapon attack or simply something to make your scenery more appealing, the FX Tool is what you will use to bring your effects to life.

Posted by on - Advanced Animation

The FX Tool

  1. Contents
  2. The FX Tool
  3. FX Tool Introduction
  4. Tutorials
  5. Links
  6. End of Page

Welcome to the FX Tool documentation! The FX Tool is a small and relatively simple program that can be used to tweak or create dazzling and beautiful special effects for all of your modding needs. Whether your new effect is for a new weapon attack or simply something to make your scenery more appealing, the FX Tool is what you will use to bring your effects to life.


You can select one of the following sections to learn more about the FX tool editor:

  1. Getting Started
  2. Main Menu Bar Explained
  3. Properties Window
  4. Spray Effect
  5. Ring Effect
  6. Beam Effect
  7. Trail Effect
  8. Combo Effect
  9. Light Effect
  10. Unsupported Effects: These are effects that are mentioned in the FX tool but are unsupported in
  11. Dawn of War.

Welcome to the FX Tool documentation! The FX Tool is a small and relatively simple program that can be used to tweak or create dazzling and beautiful special effects for all of your modding needs. Whether your new effect is for a new weapon attack or simply something to make your scenery more appealing, the FX Tool is what you will use to bring your effects to life.


Getting Started



The FX Tool's interface can basically be broken down into three sections:


Main Menubar


The FX Tool's menubar contains options like File, Edit, View, and Help .


Properties Windows


These windows take up the right side of the FX Tool interface. One lists all the properties that the current effect has, and the other allows for numeric input for the selected properties. Clicking on any of the �+� symbols next to any of the entry boxes will open the linked effect in a tree view fashion. Any changes made here (except for wind force dynamics) will be stored in its. LUA file.


Main Viewer Window and Graphview


The Main Viewer Window is where you will see your effect as it is being played or edited. Below it is an empty grey space used for options that require the graph input, such as the radius attribute of a ring effect. When radius is selected in the properties window, a graph will appear below the view window. Clicking anywhere on the graph view will create a key frame at that position. Multiple key frames can be selected at once by band boxing them. Holding down <Alt> while multiple key frames are selected will allow you to move and scale them. The graph and value ranges are set on the right of the graph view. Below the graph view is the timeline slider. Click the <Play> button to preview your effect, or drag the slider across the timeline to job through.


Keyframe Editing Window



The Keyframe Editing Window is where you can edit keyframe values for time-variant FX properties. It is positioned right below the Main Viewe r Window. Depending on the property selected, you may edit keyframes via a keyframe graph or a keyframe slider. A keyframe graph is shown the sample screenshot above. The Keyframe Editing Window is blank if the currently selected property is time-invariant.


Main Menubar


  1. Main Menubar
  2. File
  3. New (CTRL+N)
  4. Open (CTRL+O)
  5. Save (CTRL+S)
  6. Save As�
  7. Edit
  8. Emitter position (�)
  9. Background Color (�)
  10. Gravity
  11. Wind
  12. View
  13. Grid XZ
  14. Grid XY
  15. Model (Not Supported in Dawn of War
  16. Statgraph (Not Supported in Dawn of War
  17. Wireframe
  18. Choose Model (Not Supported in Dawn of War)
  19. Help
  20. About FX Tool

As mentioned earlier, the Main Menubar is divided into File, Edit, View and Help. The following section provides a description of the menu items found in these menu categories.


File
New (CTRL+N)
This brings up a dialog box that allows you to select a new type of effect to edit. In the Type portion of this window, a list of available effects is given to you. To select an effect, click on one of the radio buttons beside the effect type and click on Ok. More information about these effect types is given later in the documentation in the section titled 4.1 Effects Explained .

Open (CTRL+O)
Loads up an existing effects file (.LUA format) to edit.

Save (CTRL+S)
Saves an existing effects file (into a. LUA format). If this is your first save, a dialogue box will appear to ask you for a filename to save the file under.

Save As
Allows you to save the current effect under a different name. A typical Save As dialogue box will appear, asking you for a new filename.


Edit
Emitter position (�)
Allows you to edit the XYZ position of the emitter along with its scale and length. This option also allows for selecting a marker to use as the position from which the particles will be emitted. This setting is only used to preview the effect, and will not be carried over when the effect is used elsewhere.

Background Color (�)
A standard Windows palette window will appear which will allow you to choose the background color used in the FX Tool Main Viewer Window. A handy thing that you can use this option for (other than for cosmetic reasons) is that you can try changing the background color if you have difficulty seeing the effect, or to preview how the effect would look like on a certain color that�s in-game.

Gravity
When selected, this option displays a dialog window that allows you to enter XYZ �gravity� values. The default is a value of �-9.8� for the Y-axis. This option, when used in conjunction with particle dynamics ( Spray and Ring effects only), previews the way in which certain effects will behave with certain gravity settings (which can be set differently when editing a map). As such, this setting is not carried across when the effect is used elsewhere.

Wind
When selected, this option displays a dialog window that allows you to enter XYZ �wind� values. This option, when used in conjunction with particle dynamics ( Spray and Ring effects only) previews the way in which certain effects will behave with certain wind settings (which can be set differently when editing a map). As such, this setting is not carried across when the effect is used elsewhere.


View
Grid XZ
This option can be toggled on/off. This determines whether or not the XZ grid in the Main Viewer Window is displayed.

Grid XY
This option can be toggled on/off. This determines whether or not the XY grid in the Main Viewer Window is displayed.

Model (Not Supported in Dawn of War
Allows you to toggle your effect�s model on/off, if it has one.

Statgraph (Not Supported in Dawn of War
Displays timing information on how long it�s taking to render emitted effects. FX Count displays how many effects are being displayed. FX max displays the peak number of effects. Update and display lists the time (in microseconds) it took to update (move, collide, etc), and display (draw) the effects. These numbers can help indicate performance problems with certain effects.

Wireframe
When activated, it displays the effects in wire-frame mode.

Choose Model (Not Supported in Dawn of War)
A dialogue window will appear asking you to enter an. SGM file to use. You can browse for these files by pressing the Browse button. If you do this, a standard Open File dialogue window will appear. This. SGM file will act as your emitter.
Fix Random
Toggling this will allow you to scrub back and forth on the time line. This will introduce slower performance from the preview window.


Help
About FX Tool�
Displays the version information of the FX Tool that you are using.

Properties Windows


  1. Contents
  2. Properties Windows

As mentioned above in the section titled, pressing New will bring up a dialogue window that has a list of different effects that you can create. There are ten effect types listed. Here we will describe each one and define the properties associated with them.

Spray Effect


TThis creates a spray effect that emits a fountain of particles, note that you have to set Particle_FX in order to view the particles.

  • Detail_From: The effect is displayed from this detail level to the Detail_To detail level.NOTE: Great for turning on/off components of combo FX to analyze what components are doing what. This works when building the FX as sometimes they get really heavy with their various parts. It pays to check the FX by turning off parts of it to see if it even makes a difference. If it doesn�t you can safely remove that component to save particle count. Great for optimizing.
  • Detail_To; The effect is displayed to this detail level from the Detail_From detail level.NOTE: Great for turning on/off components of combo FX to analyze what components are doing what. This works when building the FX as sometimes they get really heavy with their various parts. It pays to check the FX by turning off parts of it to see if it even makes a difference. If it doesn�t you can safely remove that component to save particle count. Great for optimizing.
  • Emitter_deviation: Allows you to select how wide the cone of emission is, in degrees. The maximum value that you can enter here is 360 (full sphere, sprays in every direction), and the minimum value is 0 (straight up, or in the direction of the effect). For example, entering a value of 180 will create a spray pattern in a half sphere. Can be animated.
  • Emitter_Direction: Allows you to set the emitter direction. 0 would be �default� setting and would shoot in the normal direction. A value of 1 will always make it shoot up, no matter what direction the marker is pointing (useful for things like fire), and 2 will always shoot down no matter which direction the marker is pointing.
  • Emitter_Drag: Allows you to set the drag or �air resistance� of particle emitted. Basically the speed at which the velocity of particle decays. 0 is 100% percent drag and 1 is 0% drag. This value cannot be animated.
  • Emitter_Duration: The duration that the emitter will spawn the effect. Possible values are 0.1 to 30 (in seconds). Extremely low values (below 0.05) are not practical since no or very few particles are �released� from the emitter.
  • Emitter_InheritVelocity: The amount of vectored velocity inherited from the movement of the emitter- meaning, particles take on a percentage of the parented object�s movement and speed.
  • Emitter_Loop: Check box that determines if the emitter will return to the start of the effect and repeat in a loop. Useful for making never ending effects such as a steam vent.
  • Emitter_Offset: Allows you to animate the XYZ offset for the emitter relative to a marker. If there is no marker, the effect will offset to the model�s space coordinate. The following is a screen-shot of the Keyframe Editing Window when the Emitter_Offset property is selected. Left-click in the slider to insert new keyframes. Right-click on keyframe markers to delete them.


  • Emmiter_RandomStartTime: Offsets the start time so that two instances of the same effect will be offset in time. This only works when looping (via Emitter_Loop) is set to on.
  • Emitter_Rate : Allows you to adjust the Emitter rate. Possible values are anywhere from 0 to 10000. In essence, this setting determines how many particles are emitted per second. The following is a screen-shot of the Keyframe Editing Window when the Emitter_Rate property is selected. Left-click in the graph to insert new keyframes. Right-click on keyframe handles to remove them.
  • Emitter_Rate_LOD% : This sets the minimum allowable particle count for the effect in its lowest Level Of Detail. For example at 20% the lowest LOD would display only 20% of the particles you specified.
  • Emitter_ScaleSpeed: This toggles the inclusion of the emitter�s speed as part of the scaling transformation. Check this box if you want to scale the speed of particles using the �fx_scale� effect-event parameter.
  • Emitter_RotRate : Emitter rotation rate in degrees per second. Will rotate the emitter, which will only be visible if you have a local dynamic on. The particles will spin along with the emitter.
  • Emitter_Volume: This determines the volume of 3D space that the emitter will occupy, in which particles will be spawned. This is determined with XYZ values, and by adjusting this property, the shape of the emitter will change. For instance a values of {X=5;Y=0;Z=5;} will cause the particles to be spawned across the area of a flat square. Values of {X=0;Y=0;Z=0;} will cause the particles to be spawned at a single point. Can be animated.
  • Force First: No matter the rate value at the beginning of the emitter�s duration, it will force one particle to be created the moment the effect is triggered. I.e. Used when you want exactly one and only one particle to be produced from a spray. This allows you to create rings with particle dynamics.
  • Gravwell_Strength: Determines the strength of the gravwell�s influence on particles at any given time in the effect�s duration. Can be animated. Used in FX like the �swirling� particles around the Farseer or the summoning of the Bloodthirster and all of the Chaos structures build FX. In these FX it helps to offset the emitter and rotate it so that the particles are constantly chasing it, and tend to swirl about nicely.
  • Particle_Dynamics: This option determines the particle dynamic of the emitter, and helps determine how the particles act. Possible values are from 0 to 11, with each value�s result described in the following table:
  • Particle Dynamics Values and Descriptions
    1. Default, particles travel at a constant velocity and trajectory for the duration of the effect.
    2. Particles are affected by gravity but disappear when they collide with the ground.
    3. Particles are affected by gravity but will bounce off the ground as well.DOES NOT CURRENTLY WORK IN DOW. Particles fall through ground.
    4. Particles are affected by gravity but will stick to the ground and stay in place. DOES NOT CURRENTLY WORK IN DOW. Particles fall through ground.
    5. Particles are affected by wind, according to the specified wind vectors.DOES NOT CURRENTLY WORK IN DOW. Wind has not been added in game to wind will have no effect.
    6. Particles will align themselves to the surface of the water plane in the game. These will instantly appear on the water. Given a particle speed, will travel outwards from the center of the effect. NOT USED IN DOW.
    7. All particles created with this dynamic stay local to an emitter�s orientation and translation.
    8. Particles emitted will align themselves to the surface of the ground plane, and if given a particle speed, will follow the contours of the landscape.NOT USED IN DOW.
    9. Particles are affected by gravity but will ignore the ground plane.NOT USED IN DOW.
    10. Particles will align itself to the highest surface.NOT USED IN DOW.
    11. Particles will be attracted back on to the emitter.
    12. Used when emitting beams (i.e. tracer fire) and in conjunction with the FX scale: distance, FX other: target and FX target group (in the Object Editor) so that each individual beam does not get scaled to the target but instead keeps it�s set length in the FX but the distance it travels is the distance to the target. This way the spray of beams will look like they reach the target and then terminate. If you did not use this dynamic the beams would stretch to the target and look like laser beams instead of tracer bolts.
  • Particle_Fx: This can be any. LUA file representing a FX, even another particle system. The. LUA file used will actually make up the particles of the spray. As noted above, to view particles, you need to set this option.
  • Particle_Scale: The global scaling of particles over time as defined by the user. Can be animated.
  • Particle_Speed: The speed at which the FX particles will be emitted from the emitter The user can define the speed of particles over time using the keyframe editing window. Can be animated.

Ring


This creates a �ring� type effects that expands/contracts.

  • Billboard: When the billboard option is turned on, the ring effect will always face the camera, otherwise it faces the direction in which it was created.
  • Birthspawn_fx: This will spawn as specified effects at the beginning of the rings duration
  • Blending: Determines the kind of transparency that the ring will render with. Possible values are:
    • No blending
    • Alpha blend
    • Additive blend
    • Multiply blend
    • AdditiveAlpha (used for beam fx(antialiasing)
  • Colour: Determines the colour of the ring effect. This is in RGBA format (alpha channel included). Note that the alpha has to be set manually. Values closer to 0 for alpha will make the effect more �transparent�. The following is a screen-shot of the Keyframe Editing Window when the Colour property is selected. Two sliders are used for editing the keyframe values: the top one for the RGB components and the bottom one for the alpha component. Left click within the slider to insert new keyframes. Right click on keyframe markers to remove them.

  • DepthOffset: Moves the ring effect forward in the depth of the scene. This allows you to avoid clipping with the mesh.
  • Detail_From: The effect is displayed from this detail level to the Detail_To detail level.
  • Detail_To; The effect is displayed to this detail level from the Detail_From detail level.
  • Duration: The duration that the effect lasts for. Possible values are 0.1 to 30 seconds.
  • Loop: This determines if this effect will be looped or not.
  • Mesh: Defines what mesh you would like to use as the ring. For example, you could use an animated ork as a ring to be later sprayed from an emitter. Or a sphere to create an explosion.
  • Offset: XYZ offset that determines where the effect will start with relation to the emitter. Can be animated.
  • PointDistance: When the camera is this distance or greater from the ring, the ring is replaced with a vector point drawn in the set color. Setting the value to �1 will disable this feature.
  • Radius: Determines the radius of the ring. Scaling is defined over time by the user.
  • RadiusEpsilon: Determines the amount of randomness applied to the ring�s radius during a loop of the animation. Possible values are 0 to 1 (0–100%).
  • RandomBitmap: Toggle random bitmap choices from a specified .anim file.
  • RateEpsilon: Possible values are 0 to 1 (0–100%). Determines the amount of randomness applied to the duration of the ring effect.
  • SelfIlluminated: This is a check box. Determines if the effect is self-illuminated or not. A self-illuminated effect is rendered at 100% luminance, irrelevant of the lighting in the scene. This is useful for mesh effects and when you want to control how the world lighting affects it. Turn this on if a mesh appears semi-transparent.
  • SortOrder: Determines depth sorting between ring objects. Effects with higher values will be drawn last, thus showing up in front of effects with lower values. Set the value to 0 to disable.
  • Spawn_fx: Determines which effects will be spawned from the ring effect, when the ring effect dies. This essentially makes it so that when the effect is fired, the ring effect is triggered first, followed by the Spawn_fx.


  • SpinEpsilonX: Possible values are 0 to 1. Determines the randomness of the ring�s spin.
  • SpinEpsilonY: Possible values are 0 to 1. Determines the randomness of the ring�s spin.
  • SpinEpsilonZ: Possible values are 0 to 1. Determines the randomness of the ring�s spin.
  • SpinRandom: If this checkbox is checked, the spin on the ring effect will be random.
  • SpinX: Determines which way and how fast the ring effect will spin around the X-axis. Possible values are: 0 to 360, and are set in regards to time using the keyframe editing window. Can be animated.
  • SpinY: Determines which way and how fast the ring effect will spin around the Y-axis. Possible values are: 0 to 360, and are set in regards to time using the keyframe editing window. Can be animated.
  • SpinZ: Determines which way and how fast the ring effect will spin around the Z-axis. Possible values are: 0 to 360, and are set in regards to time using the keyframe editing window. Can be animated.
  • Texture: What texture is the effect to use. Texture used must be in a 32-bit .tga file.
  • UseDepthSort: Determines whether particles of this type will be depth sorted or not.
  • UseDepthTest: Whether you want the rendering system to sort the meshes properly to get accurate z-buffer rendering.
  • UseMesh: This is a checkbox that determines if the effect uses the mesh specified in Mesh. If checked, the texture slot will be disabled because a mesh will already have a texture associated with it.

Beam

his effect is a textured polygon with separate length and widths values. Used for creating laser beams and similar effects.

  • Arc: Arcing is based on world orientation and allows you to arc a beam effect between two points. Can be animated.
  • Blending: Determines the kind of transparency that the Beam effect will render with. Possible values are:
    • No blending
    • Alpha blend
    • Additive blend
    • Multiply blend
    • AdditiveAlpha(AA)
  • Colour: Determines the colour of the Beam effect. This is in RGBA format (alpha channel included). Note that the alpha has to be set manually. Values closer to 0 for alpha will make the effect more �transparent�. Can be animated.
  • Detail_From: The effect is displayed from this detail level to the Detail_To detail level.
  • Detail_To; The effect is displayed to this detail level from the Detail_From detail level.
  • Duration: Determines the duration of the effect. Possible values 0.001 to 30.
  • Length: Length of the beam effect. Beam length must be set to 1 if you intend to transform the beam between two entities in the game. Beam length can be varied over time using they keyframe editing window. Can be animated.


  • LengthEpsilon: Possible values are 0 to 1. Determines the randomness of the beams length.
  • LineDistance: Determines the distance at which the beam is replaced with a vectored line. Used to keep beams from sparkling from at far viewing distance.
  • Loop: Determines if the beam effect will loop.
  • Noise: Amount of noise added to the beam. The amount of noise present in a beam can be varied over time using the keyframe editing window. This setting will disperse the beam, causing it to jiggle. Can be animated.
  • Offset: The Offset in X Y Z space from (0,0,0).
  • Segments: Amount of segments in the beam effect. Possible values are from 1 to 10, and can be determined over time using the keyframe editing window. The amount of segments determines how much detail your arcing and noise settings will reproduce.
  • SelfIlluminated: Makes the beam self lit (100% luminance), thus receiving no lighting from the game.
  • Texture: Determines the texture to use for the beam effect.
  • Texture_U_Offset: The offset of the texture. Possible values are 0 to 10. Determines where the texture will be offset to on the beam. Can be animated.
  • Texture_U_Repeat: The number of times the texture is repeated on the beam. Possible values are 0 to 100. Can be animated.
  • Width: Width of the beam effect, can be modified over time using the keyframe editing window. Can be animated.
  • WidthEpsilon: Possible values are 0to 1. Determines the randomness of the beams width.
  • WidthAlignAxis: If set to non-zero values the axis will be adjusted to align the axis in worldspace.

Trail Effect


Has to be attached to something that has a velocity in order to be visible. It basically draws a trail behind the path of the entity in motion.


  • Billboard: This determines whether or not the trail effect is facing the camera, or the direction it faces when it created.
  • Blending: Determines the kind of transparency that the trail will render with. Possible values are:
    • 0: No blending
    • 1: Alpha blend
    • 2: Additive blend
    • 3: Multiply blend
    • 4: AdditiveAlpha(AA)
  • ColourHead: Determines the RBGA value for the color of the head of the trail.
  • ColourTail: Determines the RBGAcolour for the tail of the trail.
  • DeathRate: Determines the length of time it takes for the trail to �catch up� to the object. The number entered is the number of seconds that it takes for the end of the tail to begin following it�s creator after it�s creator begins moving.
  • Detail_From: The effect is displayed from this detail level to the Detail_To detail level.
  • Detail_To; The effect is displayed to this detail level from the Detail_From detail level.
  • Duration: The amount of time the trail exists before disappearing.
  • FadeOutTime: The percentage of the trail�s duration where it will begin to fade out. Possible values are 0 to 1. i.e. A trail with a duration of 10 seconds, and a FadeOutTime of .5, will begin to fade away after 5 seconds, and have completed fading away 5 seconds later (10 seconds from it�s creation).
  • Length: The length of the trail. Possible values are .01 to 5. Can be animated.
  • LengthEpsilon: Possible values are 0 to 1. Determines the randomness of the trail�s length.
  • Texture: Determines the texture to be used for the trail effect.
  • Width: The width of the trail effect. The possible values are .01 to 100. Can be animated.
  • WidthEpsilon: Possible values are 0 to 1 (0–100%). Determines the randomness of the trail�s width.

Combination Effect

This combines several different effects into one. Fx1 through Fx8 are effects that will be combined into one effect by being played simultaneously in the same spot. Note that you can combine combos with other combos for more elaborate effects. Be aware you can click on the plus icon beside the Effect name to edit it will still in the combo view. The only two settings that you need to set, besides the the FX to be used are the Detail_From and Detail_To attributes, which act in the same exact ways as for all other attributes.

Light Effect

This is an attenuated dynamic light source created by the effects system. Lights are expensive in game and should be used sparingly. Light can be implemented like any other particle or FX, and can be attached to moving objects, projectiles and units but again, use VERY sparingly.

  • Attenuation: The attenuation (falloff) of the light. 0 is infinity and the light will not fall off. The values start at 0.1. Never use a value of 0 as the game will read it as an error. For full brightness use a value close to 0 (0.06 seemed to work well in game). The attenuation curve works in reverse to everything else; if you want the light to fade out you have to have the curve ascend upwards (have the last key end around 25+ to make sure light completely goes out).
  • Colour: Determines the color of the light emitted. Can be animated.
  • Detail_From: The effect is displayed from this detail level to the Detail_To detail level.
  • Detail_To; The effect is displayed to this detail level from the Detail_From detail level.
  • Duration: The duration of the effect.
  • Loop: Determines whether the effect loops.
  • Offset: The Offset in X Y Z space from (0,0,0). Can be animated.
  • Priority: Determines the importance of the light for the LOD system. 0 is high priority,and 1 is low priority.
  • Radius: Determines the attenuation of the light. I.e. How far the light travels from its origin. Can be animated.

Unsupported Effects

his page contains a list of unsupported effects that while included in the Dawn of War FX Tool, aren't supported in game.


Conditional


Not supported in Dawn of War


This allows us to get around some restrictions in the code architecture. The land-and-water effects are like combo effects in that they take more than one effect as input. Unlike combo effects, conditional effects do not play all the input effects at the same time. Instead, only one of the input effects are displayed at a time and this is determined by some condition. For the land-and-water effects, the determining factor is whether the effect is played over land or water in the terrain. The effects system in Impossible Creatures was architected in such a way that it has no knowledge of the terrain. As a result, we could not make the land-and-water effect available as an effect type in the FX tool. Thus, the conditional effect was born to provide a generic interface for the user to specify the different input effects.
To set up the land-and-water effect, the user must:


Choose the conditional effect type, and Name the effect “land_and_water”. Once this is done, the code will then provide the proper behavior.


Sound


Plays a sound file. Not supported in Dawn of War.


Hyperspace


The Hyperspace FX is a specialized FX type with custom properties for controlling the opening and closing of hyperspace gates. The hyperspace gate is rendered as a bordered rectangle. The colour of the rectangle, its texture, its dimensions and the border colour and texture are all keyframe-able properties.


  • Blending: Determines the kind of transparency that the trail will render with. Possible values are:
    • No blending
    • Alpha blend
    • Additive blend
    • Multiply blend
    • AdditiveAlpha(AA)
  • Colour: Determines the color of the effect emitted. Can be animated.
  • Duration: The duration of the effect.
  • EdgeColor: Colour of the windows outline. Can be animated.
  • EdgeTexture: The texture applied to the window�s border.
  • EdgeTexture_U_Offset: Determines the offset of the texture. Can be animated.
  • EdgeTexture_U_Repeat: Determines the amount of the texture repeats across the window�s border. Can be animated.
  • EdgeTexture2: The second texture applied to the window�s border.
  • EdgeTexture_U_Offset: Determines the offset of the second texture. Can be animated.
  • EdgeTexture_U_Repeat: Determines the amount of the second texture repeats across the window�s border. Can be animated.
  • Height: The height of the hyperspace window. Can be animated.
  • LineWidth: The thickness of the border around the hyperspace window.
  • Offset: The Offset in X Y Z space from (0,0,0).
  • Texture: Determines the texture to be used over the hyperspace window.
  • Width: The width of the hyperspace window. Can be animated.


LensFlare


Not supported in Dawn of War.


LensFlare FX is a specialized FX type for animating lens flare objects. Lens flares are visual effects that are managed by a separate system. Currently, lens flare FX�s may not be previewed using the FXTool and can only be visualized in game.

  • Colour: Determines the colour of the lens flare.
  • Duration: Life-time of this lens flare effect.
  • Infinite: Check this box if this lens flare is to appear on the background.
  • LensFlare: Name of the lens flare file.
  • Radius: Radius multiplier for the lens flare.


Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: