Effects (.pfx) - emd4600/SporeModder-FX GitHub Wiki
Effects are one of the most interesting features in SporeModder FX. In some game engines they are known as "visual effects" (Unity) or "particles".
Effects are created in
.pfx files. When you create a mod, you add your custom effects in an effect directory (
.effidr) file. When you are creating a new effect, SporeModder FX provides you with an Effect Editor which you can use to test your changes in real time.
The best way to learn is to look at existing effects. Here you have a project with all the effects in Spore: https://mega.nz/file/zQ011ZoQ#pmNVuZ2vVSe7qf7VrMeYtZsWQsnGQL6_3mskTvUiNZA
Effects are organized in components: particles, decals, models,... are example of components. There is one special component, the
effect, which is a collection of components. When you want to use an effect in Spore, you are playing the
effect component, which in turn plays all its components, etc
Let's see a basic example of a
particles test_particles texture effect-star color (1, 0, 0) (0, 0, 1) alpha 0 1 1 1 0 life 4 rate 800 200 500 0 -loop 8.5 end effect MyCustomEffect particles test_particles end export MyCustomEffect
Let's break down this example. First, we declare a
particles component, called
test_particles. The name of the components does not matter, as it's only used inside the
.pfx file. This component defines a particle system with certain attributes: a spawn rate, color, texture, etc.
After that, we declare an
effect component. That
effect component just plays the
test_particles component, but we could add more if we wanted.
Finally, we export our effect component, which was named
MyCustomEffect. Exporting an effect means it can be used by Spore: in a creature part, in an adventure object, in an ability, etc. In this case, it will have the name
Note that inside an
effect component, all the subcomponents are played at the same time; if you want to play them in order, use a
List of effect components
List of effect resources