Nvidia PhysX: Effects
New Feature

IW3xRadiant allows you to play and edit effects right inside the editor.

The Nvidia PhysX integration allows for physics simulations on physics-enabled effect-models
(a feature the original effects editor EffectsEd did not support)

  • Open the effects editor and go to the Physics tab
  • Make sure that both checkboxes Enable Physics & Enable simulation are checked

  • Go to the Visuals tab
  • Make sure that your elem is of type Model with atleast one valid xmodel

  • Go back to the Physics tab and open the PhysX Settings
    (alternatively, click the effects-cog within the camera toolbar)

  • Click Generate Static Collision which will cook static meshes using all radiant brushes and patches
    (excludes selected brushes / patches - this might take a few seconds)

  • Select your fx_origin, hit play and enjoy

Turn spawned effect models into misc_models ( Pause your effect and hit Convert FX PhysX actors to misc_models )

Debug visualisation and custom collision shapes

  • Enable debug visuals within the PhysX settings menu
  • Draw shapes renders the actual collision mesh
  • Draw aabbs renders the bounding box
  • Draw contacts renders collision contact points (use without shapes or aabbs)
  • The Vis. Box Size parameter defines the maximum distance at which to draw debug data

  • Collision meshes used by effect models are defined by their total bounds (a cube) which might not produce the desired result
  • The PhysX settings menu has an option to change the collision mesh size or overall shape from a cube to a sphere or a custom shape
  • Custom Shape: select a brush you want to use as your collision mesh and hit use selected brush as shape