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# PopcornFX Assets - O3DE Multiplayer Sample
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-The Multiplayer Sample includes nine visual FX assets created with PopcornFX. This README documents the these FX assets so that you can customize them or deconstruct them to learn how to build PopcornFX assets of your own.
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+The Multiplayer Sample includes several visual FX assets created with PopcornFX. This README documents the these FX assets so that you can customize them or deconstruct them to learn how to build PopcornFX assets of your own.
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The PopcornFX project containing all the source assets can be found in the following directory:
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`<multiplayer-sample-root>/PopcornFX/PopcornProject.pkproj`.
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@@ -28,11 +28,12 @@ Many of the FX have a **Color Intensity** property that you can modify to adjust
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The Armor Power Up is not a particle system, but rather mesh and shader asset.
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-<video type="video/mp4" src="./readme_media/ArmorPowerUp.mp4" width=400 loop="true">
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The effect is triggered by the **Slider** property on the `ArmorPowerUp.material`.
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The `Script_ArmorPowerUp.scriptcanvas` is a test Script Canvas that loops the Armor Power Up FX.
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@@ -42,11 +43,11 @@ The Bubble Gun VFX is split into the following three parts:
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| **Blast** | **Projectile** | **Explosion** |
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| - | - | - |
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The following properties are available to adjust the look of Bubble Gun VFX:
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-<img src="readme_media/image26.png" width=420>
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| Property | Description |
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| :-- | :-- |
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@@ -60,11 +61,11 @@ The Defense Turret VFX is split into the following three parts:
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| **Blast** | **Projectile** | **Explosion** |
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| - | - | - |
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-| <img src="readme_media/image31.gif" width=350> | <img src="readme_media/image33.gif" width=350> | <img src="readme_media/image32.gif" width=350> |
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The following properties are available to adjust the look of the Defense Turret VFX:
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-<img src="readme_media/image9.png" width=420>
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| Property | Description |
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@@ -74,7 +75,7 @@ The following properties are available to adjust the look of the Defense Turret
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The Explosion FX needs to be oriented with the **Impact Normal** attribute. You can set this up in Script Canvas.
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-<img src="readme_media/image12.png" width=420>
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## Energy Ball Trap
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@@ -84,11 +85,11 @@ The Energy Ball Trap VFX is split into the following three parts:
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**Projectile**
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**Explosion**
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-<img src="readme_media/image37.gif" width=800></br>
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The following properties are available to adjust the look of the Energy Ball Trap VFX:
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-<img src="readme_media/image13.png" width=420>
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| Property | Description |
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@@ -97,17 +98,17 @@ The following properties are available to adjust the look of the Energy Ball Tra
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For a smooth transition between the three parts, each part needs to start at the same frame the previous part ends. You can trigger the FX in Script Canvas.
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-<img src="readme_media/image10.png" width=420>
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## Energy Collector
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The Energy Collector is a simple single emitter. It just needs to be placed accurately on an entity and triggered by Script Canvas.
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-<img src="readme_media/image36.gif" width=420></br>
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The following properties are available to adjust the look of Energy Collector VFX:
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-<img src="readme_media/image18.png" width=420>
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| Property | Description |
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@@ -119,11 +120,11 @@ The following properties are available to adjust the look of Energy Collector VF
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The Jump Pad is a simple single emitter. It just needs to be placed accurately in a level and triggered by Script Canvas.
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-<img src="readme_media/image34.gif" width=420></br>
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The following properties are available to adjust the look of Energy Collector VFX:
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-<img src="readme_media/image27.png" width=420>
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| Property | Description |
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@@ -135,23 +136,23 @@ The following properties are available to adjust the look of Energy Collector VF
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To trigger the Jump Pad VFX, the **Launch** property must be toggled. It doesn't matter if the boolean is true or false. The VFX will trigger if the state of the **Launch** property changes.
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-<img src="readme_media/image30.png" width=420></br>
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The test Script Canvas `script_VFXTestTriggerJumpPad` loops the Jump Pad VFX.
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## Laser Gun
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-<img src="readme_media/image21.gif" width=500><br>
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The Laser Gun VFX is split into the following three parts:
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| **Blast** | **Ray** | **Explosion** |
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-| <img src="readme_media/image17.gif" width=350> | <img src="readme_media/image22.gif" width=350> | <img src="readme_media/image11.gif" width=350> |
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The following properties are available to adjust the look of Laser Gun VFX:
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-<img src="readme_media/image6.png" width=420>
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| Property | Description |
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@@ -173,12 +174,12 @@ The Malfunctioning Shield Generator VFX is split into the following three parts:
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For a smooth transition between the three parts, each part needs to start at the same frame the previous part ends. You can trigger the FX in Script Canvas.
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-<img src="readme_media/image38.gif" width=800></br>
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The following properties are available to adjust the look of Malfunctioning Shield Generator VFX:
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-<img src="readme_media/image14.png" width=420>
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-<img src="readme_media/image15.png" width=420><br>
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| Property | Description |
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@@ -193,11 +194,11 @@ The Speed Power Up VFX is one emitter but three stages that are triggered automa
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**Idle**
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**Fade Out**
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-<img src="readme_media/image23.gif" width=420></br>
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The following properties are available to adjust the look of Speed Power Up VFX:
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-<img src="readme_media/image19.png"><br>
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| Property | Description |
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