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RF VFX Tools

A Blender add-on for creating and editing Red Faction 1 .vfx files — without requiring 3ds Max or any Volition tools.

Built for the Alpine Faction community.

Version Blender


What is this?

Red Faction's .vfx format stores animated mesh effects — explosions, thrusters, flags, shield effects, and more. Previously the only way to create or edit these files was through Volition's 3ds Max exporter, which is no longer accessible. RF VFX Tools brings the full pipeline into Blender.


Features

  • Import and export .vfx files — edit existing effects or build new ones from scratch
  • Morph animation — bake any Blender animation (shape keys, armatures, modifiers, cloth sim) into RF per-vertex morph frames
  • One-click Mixamo / armature → shape keys — import a Mixamo FBX, click once, done
  • One-click pre-keyed shape keys → RF timing — for Quake/MD2-style models with existing shape key geometry
  • Particle emitters — create and configure PART sections with full settings
  • Dummies (attachment points) — one-click presets for all engine-recognised dummy names
  • Materials panel — per-slot texture assignment with .tga, .vbm, and .dds support
  • RFG map importer — import Red Faction level geometry directly into Blender for reference
  • File > New > RF VFX — installable scene template for a clean starting point every time
  • Blender 3.6 through 5.0 compatible

Installation

  1. Download rf_vfx_tools_vX.Y.Z.zip from Releases
  2. Open Blender → Edit > Preferences > Add-ons
  3. Click Install... and select the zip
  4. Enable RF VFX Tools
  5. An RF VFX tab appears in the 3D Viewport sidebar (press N)

If upgrading from a previous version, remove the old version first, restart Blender, then install the new one.


Quick Start

Create a new VFX

  1. Click New RF VFX Scene
  2. Model your mesh and assign a texture in the Materials panel
  3. Click Add Selected To RF_VFX
  4. Set flags if needed (optional)
  5. Set the output path → Export VFX

Edit an existing VFX

  1. Click Import VFX... → edit the mesh
  2. Export — Patch mode auto-detects the template
  3. Vertex count must stay the same

Morph animation (custom)

  1. Animate your mesh (shape keys, modifiers, armatures, etc.)
  2. Click Bake Animation to Shape Keys
  3. Set Morph FPS in Advanced Options
  4. Click Export VFX

Morph animation (Mixamo / rigged mesh)

  1. Import your Mixamo FBX into Blender
  2. Select the mesh or armature
  3. Click Armature → Shape Keys (Mixamo) — handles everything automatically
  4. Click Export VFX

Morph animation (Quake / pre-keyed shapes)

  1. Import a model that already has shape keys with geometry data
  2. Click Shape Keys → RF Timing (Quake)
  3. Click Export VFX

File > New Template

Install a clean RF VFX scene template directly into Blender's File > New menu:

  • In the New VFX / Import panel, click Install RF VFX Template
  • Restart Blender
  • Use File > New > RF VFX for a guaranteed-clean starting scene every time

Panel Overview

Panel Purpose
Workflows Step-by-step cheat sheets
New VFX / Import Create scenes, import VFX, import RFG maps
Materials Per-slot texture assignment and Additive toggle
Object Flags Billboard, Rod, Fullbright per mesh
Dummies One-click attachment point presets
Particle Emitters Create and configure particle emitters
Export Output settings, prepare tools, Export VFX button

Object Flags

Flag Description
Billboard Always faces camera. Use for flat effects: sparks, flares. Mutually exclusive with Rod.
Rod Cylindrical facing locked to longest axis. Use for beams and streaks. Auto-enables Fullbright.
Fullbright Ignores scene lighting. Always fully lit.

Dummies (Attachment Points)

Dummy Description
$prop_flag CTF flag attachment — must be parented to the flag mesh
muzzle_1 Weapon muzzle flash (arrow)
thruster Thruster VFX (auto-increments)
corona Glare/corona position (auto-increments)
chaingun_1 Vehicle mounted weapon
primary_1 Primary weapon position
secondary_1 Secondary weapon position
interface_1 Player interaction / entry point

Morph FPS

FPS Best for
5 fps Cloth, foliage, water, long ambient loops
10 fps Moderate animations
15 fps Explosions, impacts, sharp fast animation

Limits

  • All meshes must have at least one UV map
  • end_frame must be ≥ 5
  • Vertex count must stay constant across morph frames
  • Billboard and Rod are mutually exclusive
  • Alpine Faction removes vanilla RF hard limits — be sensible with morph animation file sizes

Troubleshooting

Problem Fix
Invisible in-game Check texture filename exists in RF's data files
Inside-out faces Enable Flip Faces in Advanced Options
Wrong position/rotation Apply transforms before export (Ctrl+A)
Particles going wrong direction Rotate the arrow emitter — tip = emit direction
VFX skipped / crash on load Run Readiness Check; ensure end_frame ≥ 5
Mesh too dark Enable Fullbright flag
No animation in-game Bake Animation to Shape Keys before export
Animation cuts off halfway Re-bake — scene frame_end updates automatically
$prop_flag not attaching Dummy must be parented to the flag mesh, not Scene Root

Community & Support


Documentation

Full documentation is included in each release:

  • RF_VFX_Guide.pdf — comprehensive guide covering every panel and feature
  • RF_VFX_Quick_Reference.pdf — cheat sheet for common workflows
  • RF_VFX_Reference.pdf — engine integration reference (dummies, .tbl mappings, cockpit HUD naming, binary flags)

Created by Romek and Claude

image image 20260314_200324_CTF-Arsenalb1

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Blender add-on for creating and editing Red Faction 1 .vfx files.

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