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custom vfx


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#1
-Semper-

-Semper-
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long story short i wanna change the firetexture from fx_hellhound_eyes.sef to a blue flame. i extracted the fx_eye_trail_fire.tfx, renamed it to fx_eye_trail_fire_blue.tfx and did edit the associated fx_firetrail.dds to my texture which is simply a recolored and renamed version of the original file. for testing i dropped both files (the dds and the tfx) at my override folder and opened the vfx editor.

within the editor i open the hellhound.sef and change the definition file to my custom version. now the problems begin: i can see my blue flames but they are pinched down to a very thin line. if i change the associated texture within my custom tfx to the original texture everything works fine. if i rename the original firetrail texture to my custom one and drop it at the override folder and select my definition file it works fine too, therefore something has to be wrong with my recolored dds.

i saved this dds as a dxt1 without alpha channel and mipmapping which should be the exact settings obsidian used for their fx textures. is there a lil' thing i miss?

if i open the original dds file with irfanview all the flame images are at the same spot while with my custom texture the different images are in a row from left to right. maybe that's the error because vfx editor can only "read" the first image of the flames. how can i save such a texture within photoshop?

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edit1:
k, one step further - such "animated" textures are called volume textures and photoshop's current plugin can read them but not save such a file -.-

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edit2:
at least the color filter within the tfx works properly although it's a game of guesses because the original texture ain't white. i will still recolor the flames this way. however the main question is still there: how can i produce such a volume map? playing with layers doesn't work :D

thx for reading and helping^^

Modifié par -Semper-, 27 février 2011 - 07:45 .


#2
BigfootNZ

BigfootNZ
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All animated textures in NWN2 are volume textures, there is a command prompt app that lets you compile volume textures from a set of individual frames.

Nvidia has this one here...

http://developer.nvi...ies_legacy.html

You want the nvDXT.exe command line tool found in that package. Slight learning curve to use it but it works perfectly. Also just a note, from personal experience dont make volume map .dds that are to big ie dont go over around 300kbs in size, i found NWN2 started to play up whenever it had to render one larger than that. But for you all you will have to do is split up the frames into individual files in PS and then recombine them with nvDXT.


If you really want to be hardcore do what i did... take 1 day, some methylated spirits, lots of newspaper, a black mat backing board and a digital camera and Virtualdub to isolate indirvidual frames of movie footage, and set fire to things in a darkened room :P

Lots of trial and error latter, custom flame volume map frames :P

Modifié par BigfootNZ, 07 mars 2011 - 10:17 .