Hi all,
Could anyone point me to good tutorials on how to make some effects?
Thanks much.
Help with the visual effects editor plugin
Débuté par
Orion7486
, févr. 01 2011 01:44
#1
Posté 01 février 2011 - 01:44
#2
Guest_Chaos Wielder_*
Posté 01 février 2011 - 02:18
Guest_Chaos Wielder_*
I made two rather simple tutorials back in the day. The first one should guide you through the process of making a basic effect. From there, you can probably move onto more complex things. Feel free to ask me any questions(I remember EE has made quite a few vfx files as well, so he probably knows what he's talking about).
Basic Tutorial: http://shagretnwn2.b...pink-torch.html
More Advanced: http://shagretnwn2.b...lar-demand.html
Basic Tutorial: http://shagretnwn2.b...pink-torch.html
More Advanced: http://shagretnwn2.b...lar-demand.html
#3
Posté 01 février 2011 - 02:37
#4
Posté 01 février 2011 - 09:24
I'll be taking a look at these. Thanks, guys.
#5
Posté 01 février 2011 - 11:50
Basically tweak and existing one, that's the best way.
#6
Posté 02 février 2011 - 01:21
What I've never been successful at is saving a new VFX and then being able to re-use them. Is the step-by-step for that in those tutorials?
dno
dno
#7
Guest_Chaos Wielder_*
Posté 02 février 2011 - 02:12
Guest_Chaos Wielder_*
I don't know what you mean by that. You mean, find the effect you made and have it show up? My first tutorial covers that. Maybe I'm missing the obvious here...
#8
Posté 02 février 2011 - 06:32
Well, I've played with the Effects Editor several times in the past (and I made some pretty cool steam/lava and water/wind effects,) but after saving them (at least I thought I did) I could never seem to find them to use them. They just don't seem to show up for me once saved and exited from the Particle Effects Editor.
Normally, this would have been one of those, "Dig in my heels and hang in there tenaciously until I wrested the answers from the tools," moments (or days) but, as there are so many things to distract one's self with in the toolset alone, I wandered off to do something seemingly more productive. And since my last DC check failed miserably (about the 3rd or 4th time) I have not since had the gumption to come back at it. I'd like to, though, because the editor is actually a bit of a blast to play with. The joy fades when I cannot find and use my creations, however.
dunniteowl
Normally, this would have been one of those, "Dig in my heels and hang in there tenaciously until I wrested the answers from the tools," moments (or days) but, as there are so many things to distract one's self with in the toolset alone, I wandered off to do something seemingly more productive. And since my last DC check failed miserably (about the 3rd or 4th time) I have not since had the gumption to come back at it. I'd like to, though, because the editor is actually a bit of a blast to play with. The joy fades when I cannot find and use my creations, however.
dunniteowl
#9
Guest_Chaos Wielder_*
Posté 02 février 2011 - 03:15
Guest_Chaos Wielder_*
Making your effect in the particle effects editor is only the first step(my tutorial shows what to do). Basically, you make the effect in there but then it has to be packaged into something the game can place into the game world. These are called "sef" files. So, you create your particle effect and then create a new sef file through the visual effects editor. Find your particle effect, add it to the sef, save *that* file into your override/campaign folder and then you can find it. It's a bit disconcerting, and perhaps needlessly complicated, but such is the platform we have chosen. Let me know if that works for you.
#10
Posté 02 février 2011 - 03:22
you also need to declare them in 2da so you can call them in your scripts if I remember correctly.
#11
Guest_Chaos Wielder_*
Posté 02 février 2011 - 03:59
Guest_Chaos Wielder_*
You don't need to add them to the 2da. If you want to create a new AOE, then you likely need to edit the 2da. Calling the sefs you can just use the ApplyEffectAtLocation function and use the EffectNWN2 effect(I forget the name, but just search for NWN2 and find it). Or, you could create a new placed effect and then create that via create object.
#12
Posté 02 février 2011 - 07:53
To call up your newly created sef use the function EffectNWN2SpecialEffectFile(). This function uses a string, it is the effect's name minus the .sef.
#13
Posté 03 février 2011 - 03:30
Thanks guys! This simple set of steps is NOT in the OEI Toolset help guide and if it were, I'd be chock full of sefs! I think its time to revisit the VFX editor and see where this takes me. But first, these messages from my back order of project promises... [cut to really long infomercial-like show about all the crap I'm behind on...]
dunniteowl
dunniteowl





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