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Yet another NPC statue question...


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#1
M. Rieder

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I made the NPC statue and it looks how it should and does what it should, but there's one problem.  The stupid smoke and dripping stuff from the stoneskin/petrify/flesh to stone effect.  Is there a way to give the stone appearance without the smoke.  What the hell is the smoke all about anyway?  Is the stone evaporating?  Gar!  It makes no sense. 

Any help is appreciated.

#2
MasterChanger

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You have a few options. If you really want the stone texture but not the particle and fog effects, you can create a new .SEF that doesn't have them. If you open up sp_stoneskin.sef in the Visual Effects Editor (I'm pretty sure you have to extract the VFX's from Data\\NWN2_VFX first) you can see a few aspects of the .SEF. It has the texture swap, which is what you want, and sp_stoneskin[1-3].fx, which create the particle/smoke/etc effects.

You could create a new copy of sp_stoneskin.sef, change the name, and remove the unwanted effects. I can't guarantee that it would be super-simple, not having messed with .SEFs much myself, but I can't imagine it would be too hard.

Alternatively, you could just use Iron Body VFX instead. The texture referenced in this .SEF  is much smoother than Stoneskin, so it might not work for you. On the plus side, it doesn't included anything but the texture itself (and maybe a tiny light).

#3
Kaldor Silverwand

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MasterChanger wrote...

You have a few options. If you really want the stone texture but not the particle and fog effects, you can create a new .SEF that doesn't have them. If you open up sp_stoneskin.sef in the Visual Effects Editor (I'm pretty sure you have to extract the VFX's from Data\\\\NWN2_VFX first) you can see a few aspects of the .SEF. It has the texture swap, which is what you want, and sp_stoneskin[1-3].fx, which create the particle/smoke/etc effects.

You could create a new copy of sp_stoneskin.sef, change the name, and remove the unwanted effects. I can't guarantee that it would be super-simple, not having messed with .SEFs much myself, but I can't imagine it would be too hard.

Alternatively, you could just use Iron Body VFX instead. The texture referenced in this .SEF  is much smoother than Stoneskin, so it might not work for you. On the plus side, it doesn't included anything but the texture itself (and maybe a tiny light).


I know that someone else already did this. But I cannot find it using Google.  It was posted in the old forums.

#4
MasterChanger

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There's the pack of Alternative Skin Effects. This is great for when you want your characters with stone/bark/spider-skin, etc. to still retain some of their, well, character. However, if you're trying to make a carved-looking statue, they won't help.

No, wait, were you talking about "Remove annoying effects"? That one seems to come in varieties that either a) remove the skin (texture) effect only, or B) both the skin and "ball" VFX.

Either way, should be pretty simple for M. Rieder to take care of if he knows what he wants...

Modifié par MasterChanger, 16 janvier 2011 - 09:39 .


#5
Kaldor Silverwand

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No, I'm sure that someone wanted to just remove the dust effect for creating a statue using stoneskin and then published the steps in the vfx editor to do so. It is in cyberspace somewhere...

Found it!  Thread is here.

The directions to remove the dust provided by Shaughn78 are:

Open C:\\Program Files\\Atari\\Neverwinter Nights 2\\Data. Open NWN2_VFX and in the transmution folder copy sp_stoneskin.sef to your desktop. Open that sef file with the visual effect and remove the 2 particle emitter files then save with a new name. Place in campaign folder or even the mod folder if you're using directory mode. In the script for the effect eStone type the new file name in as the EffectNWN2SpecialEffectFile with out the .sef.


Regards

Modifié par Kaldor Silverwand, 17 janvier 2011 - 05:25 .


#6
M. Rieder

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Excellent! Thanks for the help.

#7
M. Rieder

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Just did it. Worked like a charm the first time. Took about 10 minutes. Thanks for the help all.

#8
NWN DM

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OK now would you be so kind as to release a BP something/anything that has this already done, and then Luddites like me can just change the appearance?

Please?

#9
Mad.Hatter

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NWN DM always has the best ideas.

#10
M. Rieder

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NWN DM wrote...

OK now would you be so kind as to release a BP something/anything that has this already done, and then Luddites like me can just change the appearance?
Please?


Not really sure what you are asking for here.  Please elaborate on what a BP is, and I will do my best to oblige.

#11
MasterChanger

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M. Rieder wrote...

NWN DM wrote...

OK now would you be so kind as to release a BP something/anything that has this already done, and then Luddites like me can just change the appearance?
Please?


Not really sure what you are asking for here.  Please elaborate on what a BP is, and I will do my best to oblige.


BluePrint. There won't actually be a blueprint, just the altered SEF.

#12
M. Rieder

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Sure I can post the .sef to the vault. Let's see here....

#13
M. Rieder

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Okay, it's pending approval. I submitted it as "Stone Statue Special Effect File" It's a .sef. Just put it in your override, campaign folder, or make a .hak out of it and have fun!

#14
M. Rieder

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Here's the link:

http://nwvault.ign.c...ts.Detail&id=67

#15
NWN DM

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Thanks so very much! Posted Image

Will try it out the next time I get the chance to muddle around in the Toolset!

One question; does this also play the ambient animation so the statues won't all look like someone with a Halberd inserted in a delicate spot?

Modifié par NWN DM, 24 janvier 2011 - 06:18 .


#16
Dann-J

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The SEF won't suppress the ambient animations. You'll have to do that via an On Spawn script.

#17
NWN DM

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Hmm... thanks for the point in the right direction.

Is there an example somewhere of the script one should use in On Spawn?

Thanks again.

#18
Dann-J

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I posted this snippet of code into the 'How to Keep a Good Drunk Down' thread. It only needs to have some effect functions added to it (unless you create the creature in the toolset with the stone effect already).



#include "NW_I0_GENERIC"

void main()

{

object oTarget = OBJECT_SELF;

effect eFreeze = SupernaturalEffect( EffectVisualEffect( VFX_DUR_FREEZE_ANIMATION ) );

ApplyEffectToObject( DURATION_TYPE_PERMANENT, eFreeze, OBJECT_SELF );

SetOrientOnDialog(oTarget, FALSE);

SetBumpState(oTarget, BUMPSTATE_UNBUMPABLE);

}