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[3D Art] creating paticle emitiers with notepad only

creating particle emmitiers with notepad only

required tools:
  • notepad
  • warcraft 3 model editor(optional,i use it to see my work in the end)

step by step"
  • step1:
    create a new file with notepad
  • step2:
    type these down:
    Version {
    FormatVersion 800,
    }
    Model "" {
    BlendTime 150,
    }
    Sequences 1 {
    Anim "Stand" {
    Interval { 0, 3333 },
    }
    }
    Textures 1 {
    Bitmap {
    Image "abilities\weapons\fireballmissile\Dust6colorRed.blp",
    }
    }
    PivotPoints 1 {
    { 1, 1, 0.000000 },
    }
    ParticleEmitter2 "firey" {
    ObjectId 0,
    LineEmitter,
    static Speed 20,
    static Variation 10,
    static Latitude 0.000000,
    static Gravity 0.000000,
    LifeSpan 0.5,
    static EmissionRate 65,
    static Width 10,
    static Length 10,
    Additive,
    Rows 1,
    Columns 1,
    Head,
    TailLength 1.000000,
    Time 0.500000,
    SegmentColor {
    Color { 1.000000, 1.000000, 1.000000 },
    Color { 1.000000, 1.000000, 1.000000 },
    Color { 1.000000, 1.000000, 1.000000 },
    },
    Alpha { 255, 135, 15 },
    ParticleScaling { 12, 13, 15 },
    LifeSpanUVAnim { 0, 0, 1 },
    DecayUVAnim { 0, 0, 1 },
    TailUVAnim { 0, 0, 1 },
    TailDecayUVAnim { 0, 0, 1 },
    TextureID 0,
    }
  • step 3:
    edit them any way u likel
    editable things:
    sequences 1 {
    Anim "Stand" {
    Interval { 0, 3333 },
    }
    }
    set the name to any thing like stand,walk,walk - 1,attack

    Textures 1 {
    Bitmap {
    Image "abilities\weapons\fireballmissile\Dust6colorRed.blp",
    }
    }
    set this to the texture u would like to use it


    static Speed 20,
    static Variation 10,
    static Latitude 0.000000,
    static Gravity 0.000000,
    LifeSpan 0.5,
    static EmissionRate 65,
    static Width 10,
    static Length 10,
    Additive,
    Rows 1,
    Columns 1,
    Head,
    TailLength 1.000000,
    Time 0.500000,
    SegmentColor {
    Color { 1.000000, 1.000000, 1.000000 },
    Color { 1.000000, 1.000000, 1.000000 },
    Color { 1.000000, 1.000000, 1.000000 },
    },
    Alpha { 255, 135, 15 },
    ParticleScaling { 12, 13, 15 },
    LifeSpanUVAnim { 0, 0, 1 },
    DecayUVAnim { 0, 0, 1 },
    TailUVAnim { 0, 0, 1 },
    TailDecayUVAnim { 0, 0, 1 },
    TextureID 0,
    }
    by Fabioz
    Visibility: 0 = Not Visible; 1-Infinity = Visible. Usually always set to 1. 2 does the same thing as 3, etc.
    Emission Rate: How many particles are released per second.
    Speed: How many units per second the particles move
    Variation: This varies the speed you have set. So if you set the speed to 30 and the variation to 20, each particle will travel at a speed between 10 and 50.
    Latitude: This one is really neat! The measurments for this variable is degrees. 0 means all particles will travel up. If set on 360 particles will start from the middle and travel out in any direction.
    Width: This is how long you want your particle emitter.
    Length: This is how thick you want your particle emitter.
    Gravity: This is how much gravity will play a part in your emitter. Setting this to a positive number will make the particles go down, while a negative number will make it go up.
    Texture ID: This specifies the texture that is used as the particles.
    Filter Mode: This changes the art of the texture, as much as I could figure out. This is almost always set to "Additive".
    Alpha (0 - 255): This is how much of this emitter is visible. 0 = Invisible while 255 = completely visible.
    Scale: This is the size of the particle.
    Rows: This sets how many rows of particles are emitted. I do not recomend changing this. It will look boxy if you do.
    Columns: This sets how many columns of particles are emitted. I do not recomend changing this. It will look boxy if you do.
    Life Span: This is how long (in seconds) one particle takes to disappear.
    Tail Length: I did not notice any changes when editing this variable.
    Time: This is the amount of time each segment is to be seen. This allows

    Quote:
    by eubz
    Visibility: 0 = Not Visible; 1-Infinity = Visible. Usually always set to 1. 2 does the same thing as 3, etc.
    Actually, if there are many animations in a certain model, you will need to do the following:
    Code:

    Visibility 6 {
    DontInterp,
    0: 0,
    100: 0,
    200: 1,
    300: 0,
    500: 0,
    600: 0,
    }

    Quote:
    Filter Mode: This changes the art of the texture, as much as I could figure out. This is almost always set to "Additive".
    You can actually select between additive, blend, add alpha.
    Code:

    ParticleEmitter2 "UNNAMED" {
    ObjectId 0,
    Blend,

    take a look at this example of a complete particle emitter
    Model "Name" {
    NumParticleEmitters2 1,
    BlendTime 150,
    }
    Sequences 3 {
    Anim "death" {
    Interval { 0, 100 },
    }
    Anim "stand" {
    Interval { 200, 300 },
    }
    Anim "birth" {
    Interval { 500, 600 },
    }
    }
    Textures 1 {
    Bitmap {
    Image "Textures\Dust3.blp",
    }
    }
    PivotPoints 1 {
    { 0, 0, 0 },
    }
    ParticleEmitter2 "UNNAMED" {
    ObjectId 0,
    Blend,
    static Speed 100,
    static Variation 1,
    static Latitude 1,
    static Gravity 250,
    static EmissionRate 120,
    static Width 100,
    static Length 100,
    Visibility 6 {
    DontInterp,
    0: 0,
    100: 0,
    200: 1,
    300: 0,
    500: 0,
    600: 0,
    }
    SegmentColor {
    Color { 0.00392157, 0.988235, 1 },
    Color { 0, 1, 1 },
    Color { 0, 0, 0.776471 },
    },
    Alpha { 255, 255, 255 },
    ParticleScaling { 25, 50, 50 },
    LifeSpanUVAnim { 0, 0, 1 },
    DecayUVAnim { 0, 0, 1 },
    TailUVAnim { 0, 0, 1 },
    TailDecayUVAnim { 0, 0, 1 },
    Rows 1,
    Columns 1,
    TextureID 0,
    LifeSpan 0.7,
    Head,
    }

    visit this tut it may be helpful too;)
    http://www.hiveworkshop.com/forums/...e-weapon-attachments-particle-emitters-65525/
 
Last edited:
Visibility: 0 = Not Visible; 1-Infinity = Visible. Usually always set to 1. 2 does the same thing as 3, etc.
Actually, if there are many animations in a certain model, you will need to do the following:
Code:
Visibility 6 {
		DontInterp,
		0: 0,
		100: 0,
		200: 1,
		300: 0,
		500: 0,
		600: 0,
	}

Filter Mode: This changes the art of the texture, as much as I could figure out. This is almost always set to "Additive".
You can actually select between additive, blend, add alpha.
Code:
ParticleEmitter2 "UNNAMED" {
	ObjectId 0,
	Blend,
take a look at this example of a complete particle emitter
Model "Name" {
NumParticleEmitters2 1,
BlendTime 150,
}
Sequences 3 {
Anim "death" {
Interval { 0, 100 },
}
Anim "stand" {
Interval { 200, 300 },
}
Anim "birth" {
Interval { 500, 600 },
}
}
Textures 1 {
Bitmap {
Image "Textures\Dust3.blp",
}
}
PivotPoints 1 {
{ 0, 0, 0 },
}
ParticleEmitter2 "UNNAMED" {
ObjectId 0,
Blend,
static Speed 100,
static Variation 1,
static Latitude 1,
static Gravity 250,
static EmissionRate 120,
static Width 100,
static Length 100,
Visibility 6 {
DontInterp,
0: 0,
100: 0,
200: 1,
300: 0,
500: 0,
600: 0,
}
SegmentColor {
Color { 0.00392157, 0.988235, 1 },
Color { 0, 1, 1 },
Color { 0, 0, 0.776471 },
},
Alpha { 255, 255, 255 },
ParticleScaling { 25, 50, 50 },
LifeSpanUVAnim { 0, 0, 1 },
DecayUVAnim { 0, 0, 1 },
TailUVAnim { 0, 0, 1 },
TailDecayUVAnim { 0, 0, 1 },
Rows 1,
Columns 1,
TextureID 0,
LifeSpan 0.7,
Head,
}
 
Yeah, not so much of a tut. It kind of just points out the area you can edit. A tutorial would explain things a bit more in depth.

Thanks for the contribution, but I think it would need more of an explanation of the fields to be approvable. Feel free to edit if you'd like. :)

EDIT: No changes made for a month. I'll graveyard it for now. Let me know if you'd like it to be moved back to make changes.
 
Last edited:
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