OVERVIEW
- An fx decl is found inside
generated/decls/fx/
- each fx decl is made of
n
elements - each element can be the following type
- FX_PARTICLE
- bread and butter of all FX you'll encounter, it calls on a particle decl that contains particlestage elements or custom elements defined to that particular particle decl
- FX_LIGHT
- FX_DECAL
- spawns 3d models such as rocks, smoke, or other simple shapes
- FX_MODEL
- used for things like the tyrant and baron sword effects
- FX_SOUND
- FX_SCREEN_SHAKE
- FX_CONTROLLER_SHAKE
- FX_RENDERPARM
- effects such as the khan/blood maykr and doomhunter shields
- FX_BLENDED_OPACITY
- FX_ENV_OVERRIDE
- FX_FLARE
- FX_BLUR_RADIAL
- FX_BLUR_GAUSSIAN
- FX_DEPTH_OF_FIELD
- FX_FOV
- FX_RIBBON_2
- FX_HURT_TRIGGER
- FX_DESTRUCTIBLE
- FX_SCREEN_FLASH
- FX_SCREEN_OVERLAY
- FX_SCREEN_OVERLAY_ANIMATED_MASK
- FX_SCREEN_DISTORTION
- FX_SCREEN_VIGNETTE
- FX_LIGHT_SCATTERING_VOLUME
- useful for smoke bomb effects that are computationally cheap to create
- FX_PARTICLE
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