by GuiSai in
Tutorials Coding Creation

If you encounter any issues with this tip or you don’t understand part of it, you can ask for help on the Killerskins-Discord server
or you can contact me directly: GuiSai#7920



In order to edit particles you already need to know how to make a mod, extract files, edit bins, because I will not be explaining from the beginning.


REQUIRED TOOLS


How to add it to your .bin

The first step is adding one default matrix that doesn’t change anything, it is just a blank matrix.
You will add that at the end of your VfxSystemDefinitionData as the video shows here

    Transform: mtx44 = {
        1, 0, 0, 0
        0, 1, 0, 0
        0, 0, 1, 0
        0, 0, 0, 1
    }

How to use it

Basic explanation

Transformation matrices are usually used in rendering applications due to their mathematical properties. In games, their dimensions are usually 4×4 (16 floating point numbers) and they’re in row-major order (unlike the typical matrices used in classical math which tend to be column-major). They are called “transformation” matrices because they’re a composition of translation, rotation and scale hence they can be used to transform points in a rendering scene.
So you can use these transformation matrices while doing custom particles for any league character.
You can read more about here

Editing the size

To edit size you just need to change these three numbers to the same one, 1 is the default value, do not edit the last number 1 if you don’t know what u doing

Decrease

You just need to use a value that is smaller than 1, example of making a particle 2x smaller:

    Transform: mtx44 = {
        0.5, 0, 0, 0
        0, 0.5, 0, 0
        0, 0, 0.5, 0
        0, 0, 0, 1
    }
Increase

Same thing as before, but now you use a value that is bigger than 1, here is a example of making one particle 4x or 2x bigger [I’m lazy to calculate how much lol]:

    Transform: mtx44 = {
        2, 0, 0, 0
        0, 2, 0, 0
        0, 0, 2, 0
        0, 0, 0, 1
    }

Moving editing xyz values

Note: I renamed the default zeros to X, Y, Z to better understanding
Editing the height [z value]

The code:

    Transform: mtx44 = {
        1, 0, 0, 0
        0, 1, 0, 0
        0, 0, 1, 0
        0, 0, 250, 1
    }
Editing the y value
    Transform: mtx44 = {
        1, 0, 0, 0
        0, 1, 0, 0
        0, 0, 1, 0
        0, 250, 0, 1
    }

To be Honest I have no clue what is happening here LOL, maybe some problem with random offsets in particles but didn’t got that weird result in Z value, so I didn’t even tried edit the X one, and as I said in the start of this, if you use maya you can do better matrix than making it manually

Rotating

For rotating matrix or any complex matrix you can use Maya to do it.
Using this code made by Crauzer to get a transformation as a matrix format.

global proc getTransform()
{
    string $objects[] = `ls -sl -l`;
    
    for($obj in $objects)
    {
        float $matrix[] = `xform -q -m`;
        print("Transform for '" + $obj + "':\n");
        print("Transform: mtx44 = {\n");
    
        for ($i=0; $i<16; $i++)
        {   
            $value = $matrix[$i];
            //$padded = python("'" + $value + "'" + ".ljust(12)");
            print($value);
            
            if ($i % 4 == 3)
            {
                print("\n");
            }
            else
            {
                print(", ");
            }
        }
        
        print("}\n");
    }
};

And then you type getTransform with the mesh selected.

Video tutorial

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