I'm trying to figure out how things like the 'frozen solid' or 'fade ghost' crusts work. I've opened up the vfxproj source files (fxa_crt_pet_ice_c and fxc_fade_ghost_c) but they only seem to cover the emmisions, e.g. the tendrils coming off of ghosts, or the frost aura from frozen creatures. They don't have any indication on how to apply an effect to the surface of the creature as these effects do in game. Any ideas?
'Textured' VFX crust?
Débuté par
FergusM
, déc. 08 2010 02:23
#1
Posté 08 décembre 2010 - 02:23
#2
Posté 09 décembre 2010 - 03:44
The ghost effect is handled in scripting, I think and just changes the alpha to 0.5 IIRC.
For the frozen crust effect, the fxa_ice_crust_c - can't recall the exact name but it is the one after fxa_crt_pet_ice_c in vfx_base - is applied which gives the whitish overlay on the creature (again, handled via scripting since the game has to check if the target is frozen first)
For the frozen crust effect, the fxa_ice_crust_c - can't recall the exact name but it is the one after fxa_crt_pet_ice_c in vfx_base - is applied which gives the whitish overlay on the creature (again, handled via scripting since the game has to check if the target is frozen first)
#3
Posté 10 décembre 2010 - 07:07
The ghost setting not only changes alpha but applies a greenish tint to the entire model (as well as produces a few particles).
I looked at the other one though and the relevant settings are in the 'Material FX' tab on the VFXRoot. Thanks.
I looked at the other one though and the relevant settings are in the 'Material FX' tab on the VFXRoot. Thanks.





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