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Swinging blade visual effect model facing


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#1
Shadooow

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I made a new trap type for the community patch with using Swinging Blade VFX. However this VFX plays always from west to east which is not ideal. I would like to adjust it to be rotated based on location/object's, that is applied to, facing. I already tried that myself via notepad, but that never had a chance to success as I tried random fields...

Iis it even possible? I though it have to be, but then realized that there is probably no other visual effect that wouldn't be rounded or symmetric.

#2
_six

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The OrientWithObject column in visual effects.2da seems promising, but I've never really messed with it.

Modifié par _six, 07 avril 2011 - 10:22 .


#3
Alex Warren

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_six wrote...

The OrientWithObject column in visual effects.2da seems promising, but I've never really messed with it.


I've tried that option some time ago. It works, but as the name says - it will only work for effects applied to objects, not locations, and some effects don't look good when applied to creatures.

#4
Shadooow

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Hmmm there is also OrientWithGround but non of these works. The model itself doesn't support it because if I apply it at object after I change OrientWithObject to 1, the swinging blade VFX then appear misplaced, totally... The same with Ground when I use player's location.

#5
Alex Warren

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could you spawn an invisible object at location where you want to place the vfx? And then apply the effect to that model?

Modifié par Alex Warren, 08 avril 2011 - 07:46 .


#6
Shadooow

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Alex Warren wrote...

could you spawn an invisible object at location where you want to place the vfx? And then apply the effect to that model?

As I said, this effect is broken when orient with ground/object enabled so it doesn't help. There must be some kind of enforcement in the model itself...

#7
Shadooow

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*Bump* since many stuff and possibilities appeared, Im hoping some expert like OldTimeRadio could look into this issue please. :innocent: