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