Last updated: 11/07/2013
BoardSelfBurning applies a burning flame billboard around the model.
Click the image above to see it in full
1. Go to 'accessory manipulation' and click 'load'.
2. Select 'BoardSelfBurning.x' and click 'OK'. Ensure that BoardSelfBurning is at the bottom of the accessory draw order.
3. Attach BoardSelfBurning.x to the model you wish to apply the effect on. Harigane recommends attaching it to their Center bone.
4. Go to the 'MMEffect' and select 'Effect Mapping'.
5. Navigate to the 'BSB_ObjectRT' tab. Select the model you wish to apply the effect on, and click 'Set Effect'.
6. Select 'BSB_Object.fx' and click 'Open'. Click 'Apply'.
7. Navigate to the 'BSB_MaskRT' tab.
8a. Select the model once more and click 'Hide/Show'. Click 'OK'. This will cause the model to appear behind the effect, as if it were set aflame.
8b. Select the model once more and click 'Set Effect'. Select 'BSB_MaskModel.fx' and click 'Open', then 'Apply'. This will cause the model to appear in front of the flame.
Accessory Parameter Values
-X, Y, and Z: Adjusts the position of the billboard effect.
-Ry: Adjusts the blur strength of the fire around the model. Setting this to a negative value will make the fire line more sharp.
-Rz: Adjusts how far the flame expands from the model.
-Si: Adjusts the size of the billboard.
-Tr: Adjusts the opacity of the effect.
Editing the Code Parameters
-Line 9: #define FireColorTexFile: Determines which image file the color of the flames references. HariganeP has included 6 different color palettes in the effect folder.
-Line 12: float fireDisFactor: Determines the speed and dispersion of the flames. A larger number means the individual flames will be smaller, and move faster.
-Line 13: float fireSizeFactor: Determines the size of the individual flames. A larger number means the individual flames will be smaller.
-Line 14: float fireShakeFactor: Determines the intensity of the flames. A larger number means the flames will sway more violently.
-Line 17: float fireRiseFactor: Determines how far up the flames reach.
-Line 18: float fireRadiateFactor: Determines how far the flames spread. A smaller number means the flames will follow the outline of the model.
-Line 19: float fireWvAmpFactor: Determines how far left and right the flames sway.
-Line 20: float fireWvFreqFactor: Determines the frequency at which the flames sway left and right, represented by a division of 1. A smaller number means the flames will sway less frequently.
-Line 21: float firePowAmpFactor: Determines how intensely the flames flare.
-Line 22: float firePowFreqFactor: Determines the frequency at which the flames flare up.
-Line 25: float sourceNoiseRate: Determines the amount of noise, within a range of 0.00 to 1.00.
-Line 27: int FrameCount: Determines the frame refresh rate of the flames, represented by an integer that is then divided by 60. Setting this value to 1 means the frame refresh rate is 60 FPS, whereas setting it to 2 means the rate is 30 FPS.
-Line 29: #define ADD_FLG: Determines the layer blend mode that is applied to the flames. Setting it to 0 applies a Darken/Multiply blend mode, whereas setting it to 1 applies an Add/Dodge blend mode.
-Line 30: #define TEX_WORK_SIZE: Determines the working layer size of the flame. A larger number means more flames that cover a smaller area.
-In 'accessory manipulation', checking off the BoardSelfBurning's 'Shadow' will cause the effect to extinguish. Unchecking it will cause the effect to reignite.
-The flame animation references Furia's 2D Flame Effect Sample (2Dな炎エフェクトサンプル)