by Yoru in
Creation Tips Coding
Non-ult texture
Ult texture

Simply add this emitter inside the container and replace the “baseTexture: string=” path with your texture.

Make sure to uncheck “Delete unused files” when creating a mod inside LCS.

VfxEmitterDefinitionData {
                rate: embed = ValueFloat {
                    constantValue: f32 = 1
                }
                particleLifetime: embed = ValueFloat {
                    constantValue: f32 = 1
                }
                isSingleParticle: flag = true
                emitterName: string = "Override"
                meshRenderFlags: u8 = 0
                materialOverrideDefinitions: list[embed] = {
                    VfxMaterialOverrideDefinitionData {
                        priority: i32 = 1
                        baseTexture: string = "ASSETS/Characters/Riven/Skins/Base/riven_base_tx_cm_ult.dds"
                        transitionSample: f32 = 0.1953125
                    }
                }
            }
}

If you want to swap out the texture of a certain material only:

VfxEmitterDefinitionData {
                Rate: embed = ValueFloat {
                    ConstantValue: f32 = 1
                }
                ParticleLifetime: embed = ValueFloat {
                    ConstantValue: f32 = 1e+14
                } 
                isSingleParticle: flag = true
                emitterName: string = "Override"
                meshRenderFlags: u8 = 0
                MaterialOverrideDefinitions: list[embed] = {
                    VfxMaterialOverrideDefinitionData {
                        Priority: i32 = 1
                        SubMeshName: option[string] = {
                            "Riven_Base_Mat"
                        }
                        BaseTexture: string = "ASSETS/Characters/Riven/Skins/Base/riven_base_tx_cm_ult.dds"
                        transitionSample: f32 = 0.1953125
                    }
                }
            }
}

If you don’t want something to change forever:

VfxEmitterDefinitionData {
                rate: embed = ValueFloat {
                    constantValue: f32 = 1
                }
                particleLifetime: embed = ValueFloat {
                    constantValue: f32 = 20
                }
                lifetime: option[f32] = {
                    1
                }
                isSingleParticle: flag = true
                emitterName: string = "Override"
                meshRenderFlags: u8 = 0
                materialOverrideDefinitions: list[embed] = {
                    VfxMaterialOverrideDefinitionData {
                        priority: i32 = 1
                        baseTexture: string = "ASSETS/Characters/Riven/Skins/Base/riven_base_tx_cm_ult.dds"
                        transitionSample: f32 = 0.1953125
                    }
                }
            }
}

Add “lifetime: option =1” and under “particlelifetime” add how many seconds it should last.

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