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Issues with fxm_transform_c


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#1
DahliaLynn

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I've notived quite a few issues associated with this vfx and would like to know if others can enlighten me.

What I've learned:

When directly associating this effect with one actor, the only way this effect should be used multiple times in a scene would be to repeat the effect by adding more of the same vfx animation on the same track as opposed to adding a new VFX to the creature. Otherwise only the latest addition will actually work.

What I want to know:

Unfortunately, I've encountered inconsistency with this effect for some odd reason. Once used on the highdragon (in this case) it seems to work only once, then stops working in the CS editor the second time (within the scene). I've also noticed similar results in game as well.

Does anyone have anything to add on issues with this effect? What can I do to have a consistent success? Does "link to actor" have any bearing as opposed to direct association?

It is vital to a scene I'm currently creating, and other people's experience is welcome.  

Modifié par DahliaLynn, 19 mai 2011 - 01:30 .


#2
Beerfish

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I've had strange issues with a variety of fx's in the past (things as you describe).

That particular one is the effect they use when transforming from a dragon to a human is it?

(Your goal is to have it go off once, then again on the same actor a bit later in the cutscene?)

#3
DahliaLynn

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Yea, transform in, transform out.
The actual effect covers the entire creature in a golden bright yellow tone similar to the model without it's texture.

I have 4 instances of it in the editor. Two for the two creatures transforming, and two for the two "transformed" creatures. I then use the same animation again for when they transform back.

This worked once, but things are inconsistent and I'd like to know what I can do to make the effect more consistent, since it seems to transfer into what is seen in the game itself.

Modifié par DahliaLynn, 19 mai 2011 - 02:36 .


#4
Beerfish

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So you are saying that it does not always work properly in game. The times I have had issues in the toolset (as far as things firing when they shouldn't or not firing) often it seems to fix itself if I let the cutscene run right through and start again as if there was something residual from previous tests that was affecting the fx. Of course this doesn't help you at all, just side info.

Just as a test, get right out of the cutscene editor (or even the toolset) then go back in and run your cutscene and see if it works as intended. This is not a solution but may give a clue as to why things don't work during testing as intended.

#5
DahliaLynn

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Not sure what you mean...you mean restart the program?
The VFX have many interesting quirks in the editor some solved by letting the vfx animation complete its loop (the cessation part)  before playing any other part of the scene. Then they will not fire continuously throughout :D

I'm beginning to suspect it may be a texture issue since both affected creatures are of the same type and one is custom textured....perhaps overriding the original texture as well. Will check that.

Modifié par DahliaLynn, 19 mai 2011 - 03:34 .


#6
DahliaLynn

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Odd odd and more odd. :(

I've tried adding in vfx animations manually (which incidentally caused a crash the first time I did it) That didn't work.

What seems to work right now, is the "link to actor" function added on another track. It seems to override the object inspectors setting for linking the actual VFX to the actor, and now it does work.
Either it works because the VFX were "reset" so to speak, or link to actor overrides whatever problem the original vfx link has. The human creatures seem to have no problem with the object inspector link though. I really am not sure if this is an answer or not. All I can say is that currently it works, until the next VFX anomaly occurs :S

I just hope this remains consistent!!

Modifié par DahliaLynn, 19 mai 2011 - 05:13 .