I’m trying to use some custom textures for particles. Apparently, PSEditor directly references to files residing in the main game’s folders and archives. By placing files under <gamedir>/database/FX/textures (capitalization makes a difference), I was able to load them into PSEditor and use them. Obviously, however, they won’t work in game.
I’ve tried mirroring the file structure in my mods source folder, even taking capitalization into account, then creating the necessary entries in assets to have them added to the FX archive. This didn’t yield any results.
Next I’d try to manually add the .tex to the main games’ FX.arc, but archivetool apparently can’t extract it on its own (“Failed to open archive file …”) and I rather not unpack/add/build the entire GD database via asset manager with the main games folder as working folder. Besides, that would mean others would have to take the same steps to play my mod.
After taking a long break from the frustration I came back to see what I could do. Cleaned up my file structure, reloaded the appropriate .tex for the .pfx, and rebuilt the mods FX archive.
It works now. I messed up and didn’t double-check whether the FX archive actually had the right .tex files added to it.
I feel like writing a tutorial on how to use PSEditor and how to avoid my pitfalls… >~>
I wanted to try greenifying Fire Strike: could find it in Asset Manager but not load it, decided to just try moving the dbr and pfx files into the mod, broke the skill that referred to them, and decided to revert to a previous version and try again later.
So today I’m just playing GD, tomorrow I’ll try copying in a pet and a debuff aura, and if there were a tutorial when I came back to it …that would be perfect.
IIRC ASYLUM01 had a tutorial to the editor planned (or had one created for TQ, the editor is the same, and planned to adjust that tutorial to GD. The TQ tutorial link is down though.) I rather not invest too much time in anything that’ll already be made by someone else, but I’ll hit him up with a note seeing what he has planned and if I can chip in/take over.
Edit: He just said I can safely do it all, so I’ll go ahead and write something up this week.
Yeah the PFX editor is such a pain, and it also takes like dozens of seconds to load just one file.
What I did to make everything work is take the “Grim Dawn/resources/fx/particlesystems” directory (if I recall) and copy-paste it into a new directory : “Grim Dawn/source/NameOfMyMod/fx/particlesystems” and now I can actually load any PFX from the editor, it will actually show. (But you can’t go through the asset manager though you need to open PSEditor first and then File -> Load)
Then you open a file, modify it and when you are satisfied just copy the pfx file into your mod/create the dbr files to link everything back and there you go. Or alternatively you can just erase the original “Grim Dawn/resources/fx/…” file.
So I was able to follow Diacred’s post pretty well, and using Ceno’s tutorial I was able to edit an already made .pfx file and save it. Now I am having issues getting it to run in game (the skill works fine, can see it dmg enemies, but no FX). I tried putting it into my mod under records\fx\NAME… didnt work. I tried putting into sources\fx\NAME and then creating an asset (which it did) and linking it in the effectFile as fx\NAME, still no luck. I also tried just putting it directly into grim dawn\resources\fx\particlesystems\NAME but no luck. Would love some help with this one, thx.
NM, it is working now. Just re-did it from the start and there we go, must have been a pathing issue. The PS Editor tutorial for Titan Quest was helpful.