fxdata.fx inside Effects.azp

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Kanov
Posts: 333
Joined: Mon May 21, 2012 2:02 pm
Location: México

fxdata.fx inside Effects.azp

Post by Kanov »

Hi,

does any one knows what the file "fxdata.fx" actually contains and how to open it?

I accidentally overwrote the GtC effects for LSA one for the TLD one as I wanted to add the big smoke plumes present in the TLD version of this graphic mod and got a funny result: the bridge explosions became invisible. But the game didn't crash.

So I'm thinking fxdata must be some sort of explosions, smoke and burning effects index. Maybe it can be modified to allow more explosions varieties? just a thought.
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SteveMcClaire
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Re: fxdata.fx inside Effects.azp

Post by SteveMcClaire »

Hi Kanov -- The TLD effects.azp file doesn't contain the bridge explosion effects -- the bridge explosions were not added to the file until LSA. So overwritting the LSA effects.azp with the TLD effects.azp is going to 'remove' the bridge explosions from the game.

To replace the smoke plumes in LSA, unpack both the effects.azp from LSA and the one from TLD into different folders using GadgetMunger or CCMunger (https://www.matrixgames.com/forums/view ... 5#p3095485), replace the smoke plume graphics in the LSA version with those from TLD version, and edit the LSA version's text data file FXDATA.TXT if necessary (if the values in the TLD version of the FXDATA.TXT file are different than those in LSA), and then rebuild the LSA effects.azp. The FXDATA.TXT will be used by the 'munger' to re-create the fxdata.fx file for you.
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Kanov
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Joined: Mon May 21, 2012 2:02 pm
Location: México

Re: fxdata.fx inside Effects.azp

Post by Kanov »

All good now, seems everything is ok.
I had the wrong impression, I thought fxdata.fx could somehow be modified as to allow for more explosions varieties but it seems the exe calls for fxdata when an effect is needed or something. Only by patching the exe could more explosion variety be achieved it seems.
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SteveMcClaire
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Re: fxdata.fx inside Effects.azp

Post by SteveMcClaire »

Kanov wrote: Sun Mar 19, 2023 8:27 am I thought fxdata.fx could somehow be modified as to allow for more explosions varieties...
That's correct. You could add new explosions to the Effects file but the game wouldn't use them as the EXE doesn't know about them.
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