The Particle Editor can be found in the Database View -> Particles tab. You can use the Particle Editor to create particle effects and tweak their parameters, but also manage and store them.
In order to use a particle effect you can either drag and drop an effect into the perspective view or you assign the effect to a selected particle entity. This entity determines the basic location, angle, scale, and or link information with other entities.
For more information on particle parameters that are available in the Particle Editor, see Particle Editor Params. For advanced techniques, please see Particle Editor Advanced Techniques.
Function | Description |
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Load Library | Open the browser and pick up the particle library you want to open. |
Save Modified Libraries | Save On-Memory Libraries to the disk. This button saves whole libraries on memory if there are any changes, not only the current one. |
Add Library | Add new library. New library is remaining until close the editor. If you want to keep it, use Save Modified Libraries before you close the editor. |
Remove Library | Remove current library. A warning will pop up. It doesn't remove the library file from the disc, just remove current library from on-memory library list. |
Library Selector | Select the current library from on-memory library list. |
Reload Library | Reload current library. A warning will pop up. If you want to redo the edit of current library without restarting editor, then you can reload library. |
Function | Description |
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Add New Item | Add a new effect, by default a child of the selected effect or group. New Particle Name window will pop up, to set group name and item name |
Clone Library Item | Clone current item and all of sub items to a new effect. |
Remove Item | Remove current item. A warning will pop up. It doesn't change the actual library file on disc, just remove item from on-memory current library. |
Assign Item to Selected Objects | Assign current item to the selected items on the scene. Only work when you selecting a top node of the each item in the Item View. |
Get Material From Selection | Sort material from selected item on the scene, and make it current on the particle editor. Only work when selected item correctly has a particle parameter. |
Reload Item | The button name is Reload Item, but its reload current library currently. A warning will pop up. If you want to redo the edit of current library without restarting editor, then you can reload library. |
Function | Description |
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Undo | Removes last change. |
Redo | Removes the last undo. |
Copy | Copies all the settings for the currently selected entry to the clip board. |
Paste | Writes any entry data from the clip board to the current entry. |
Function | Description |
---|---|
Enable/Disable All Sub Effects | DEPRECATED - Enables or Disables all sub effects from the selected (sub-) effect. |
Besides the input of the base value, most numeric parameters can be randomized and varied through extra values. They allow random variation and evolution over particle and/or emitter lifetime.
To access the variation controls, click on the expand (+) widget next to the value. When closed, this widget is colored if any variation values are non-default.
A variable parameter can have the following components:
The Color parameter works a little differently.
An effect can have any number of child effects, created and shown in the Item View as nested sub-effects. They can be nested to any level. There are 2 kinds of child effects:
Like many other elements in CRYENGINE, particle effect data is saved in a library file (xml). The default folder it located: GameSDK\Libs\Particles
.
All of the particles for your game should be stored in this folder, organized into different types of particles, such as "smoke_and_fire" or "explosions" or "vehicle_fx", etc.
The first thing you need to do is make a new library, and save it in the above folder. After this, add your new Groups or Items into it.
Every particle effects are belonging to Group. At first, you have to make new group to add new Item on your library.
After you apply your texture (and/or materials) to the new particle, you can then start tweaking parameters.
Finally, implement the particle effect into the game. You can now do things like put the emitter in your scene and link it to an asset, or control it by Flow Graph, or Track View.
You can also setup a Material Effect to define a custom impact effect, or make a full screen effect through Flow Graph and implement it into the particle effect.
In the Item view you can access and organize your particle effects.
Function | Description |
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Cut | Cut current item and all of sub items, and then put it to the clip board. |
Copy | Copy current item and all of sub items, and then put it to the clip board. |
Paste | Paste items on clip board to the selected item. |
Clone | Clone current item and all of sub items to a new effect, by default a sibling of the current one. |
Copy Path | Copy the path of the effect to the clipboard so that it can be pasted. |
Rename | Rename current item. |
Delete | Delete current item and all of sub items. |
Enable/Disable | Enables or Disables (depending on current status) current item. |
Enable/Disable All | Enables or Disables (depending on current status) current item and all of its sub items. |
Assign To Selected Objects | Assign current item to the selected items on the scene. Only work when you selecting a top node of the each item in the Item View. |
Positioned at the bottom left of the Particle Editor window. This can be useful for a quick preview of particles, but ill-advised to try and edit particles from.
Note that the Preview Window will position the camera automatically to capture the particle in its entirety. This means if the particle has a large bounding box, it will zoom the camera out far to fit it all on screen.
Use the Left Mouse button to pan the camera and the Mouse Wheel to control zoom levels.
As you hover over the different parameters inside the Particle Editor, you can see the tool tips at the bottom of the Particle Editor. If you have the Particle Editor spread over two columns, the tip is displayed under the left column.