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Request: More head VFX


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55 réponses à ce sujet

#1
Mavrixio

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Is anyone interrested to make more of those VFX:
http://nwvault.ign.c....Detail&id=6051

They are extemly powerful: instead of remaking a new version with horns for each head, you only need 6-12 vfx model.
Plus, all VFX stack.
Adding those to our world has added a considerable difference between many characters... more than anything else...

Here's a few ideas:
- Unicorn horn
- Bunny, mouse (..) ears
- Piercing

It would be really nice if someone could continue the awesome work of Ippensheir.

#2
Builder_Anthony

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earings or a bone threw the nose would be cool.

#3
Builder_Anthony

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earings or a bone threw the nose would be cool......heck maybe just blood on the face or something.

#4
The Amethyst Dragon

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Bunny and mouse ears sound easy enough (though rather silly). A unicorn horn, even easier (I was just editing a new unicorn model this afternoon...hehe).

Piercings are another matter, as you'd have to more closely align them with a head model. Unless you're basing it all on a specific head model (which I do for my PW-specific ones), it wouldn't look right on most heads.

I think I'll take a stab at the simpler ones in the next day or two. I need to update some of the ones I use already anyway.

So...
bunny ears (out the top of the head...like those bunny costume ones)
mouse ears (out the top of the head...like the mickey mouse hats, but grey and furry-looking)
unicorn horn (out of the forehead)
tiefling horns (two short horns, out of the forehead) (edit: going to put these in the custom content challenge for this month)

Modifié par The Amethyst Dragon, 22 août 2011 - 03:19 .


#5
Mavrixio

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The Amethyst Dragon wrote...
Bunny and mouse ears sound easy enough (though rather silly). A unicorn horn, even easier (I was just editing a new unicorn model this afternoon...hehe).

You can't beleive how many people on our server would start jumping on their spot,(like rabbits), it those get available :P
Can I add cat ears ? :P

The Amethyst Dragon wrote...
I think I'll take a stab at the simpler ones in the next day or two. I need to update some of the ones I use already anyway.

So...
bunny ears (out the top of the head...like those bunny costume ones)
mouse ears (out the top of the head...like the mickey mouse hats, but grey and furry-looking)
unicorn horn (out of the forehead)
tiefling horns (two short horns, out of the forehead)

That would be awesome !

Modifié par Mavrixio, 22 août 2011 - 03:12 .


#6
The Amethyst Dragon

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Actually, I"m going to scratch the tiefling horns off the list...just so that I've got something to contribute to this month's Planescape-related Custom Content Challenge.

Cat ears? Sure, why not?

#7
Mavrixio

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Nice!

#8
Mavrixio

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Nice!

#9
DM_Vecna

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I would love to see some standards sort of like those used by warhammer 40k. Maybe a bit more generic though for undead, orcs, Dwarves etc.

http://www.shopofmag...s/pi_16191.jpeg

http://www.mmogrindh...-concept-05.jpg

#10
Builder_Anthony

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i think bruises and scars would be cool i dont know how you do it but maybe bring a head into max or whatever program and just add it in there.I think it be cool because then a widget could be made and a player could turn on and off the effect.

#11
Master Jax

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Thing is, unless you're a builder, it is quite difficult to actually get to use such VFX regularly and as you like, for most are enabled by script. More than new VFX, I would request a functional crafting dialog to actually be able to use them, like the one included in the Character Customizer. I've done lots of things with hacks, overrides, crafting dialogues, etc, but I can't still quite get how to include new ones into the preexisting override made available in the previously mentioned work.

#12
DM_Vecna

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LoW Arbor Falls module has a nice dialog for these. He states that they are beta but they looked good.

#13
WebShaman

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I am working on this, actually. I have managed to create a widget that will allow one to put them on, and also on other members of the party (ala OHS).

I just need to figure out how to change helms to vfx...so that I can add more helms.

I would also like to add a pipe, glasses, and a beard. Should be easy enough.

#14
Jenna WSI

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I used the one LOW has and it works really nice for players. Would like to see more added into his system.

Shaman, if you add a pipe and little specticals for mages... I would love you. I've been craving a holdable pipe for halflings but this comes close!

Modifié par Jenna WSI, 22 août 2011 - 09:45 .


#15
Master Jax

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What I meant was a unified dialog for a big pack, not really using the one from an existing PW or module. You see, the beauty of Character Customizer Override is that it appears on any module, as long as it doesn't bring it's own VFX scripts or models, because it goes in the override folder. There are many great VFX models out there, like the ones in Arbor Falls and World of Aenea, but the thing is they aren't compatible or unified into a single crafting dialog or system. I don't think we are lacking VFX as much as we lack the ability to use them regularly. You cannot use them as overrides unless a great amount of work goes into it, and certainly that's out of the player's realm, and belongs to the builder's. Perhaps if the CEP finally did something about it... I've tried to do so myself in order to include them into the Character Customizer system, but failed, and the author didn't seem interested in expanding the available VFX.

#16
WebShaman

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^ This is pretty true. I encountered this as I was first looking into the VFX helms. Although one does have an "example" widget for helm05, one does not have any others. I had to script and make one that could do them all, and also apply the effects to other party members (targetable) because the VFX does not save (so if one does it in a builder's mod, for example, it does not save on the .bic for use in another.

I will have to look into it.

#17
lordofworms

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well your in luck cause I started making new VFX head effects just the other day and should have them in a hak within a few weeks. I can update this thread when they are part of the package (that way if any of you are still interested you can rip em out of the base mod)'

#18
WebShaman

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Me very, very interested! One question - can you point me to some tuts/info on converting helms, etc to VFX for NWN, please?

#19
Master Jax

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That would be great LoW! I've already sampled your many, MANY VFX in Arbor Falls (a shame it freezes on my PC!) and certainly would orgasm over the chance of having them all neatly packed in a Hak, along with a crafting dialog!

#20
The Amethyst Dragon

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TMI, Master Jax.:blink:

#21
Master Jax

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LOL! Hadn't noticed till you mentioned it! You know how some people say whatever comes to mind? Well, it seems it also happens when posting! :D

#22
lordofworms

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lol, now I get it too...I thought Amethyst Dragon was stating TMI

which ANY builder/scripter knows as the dreaded "Too many Instructions" and for a moment I feared my VFX convos were doing that....which is odd cause it hasnt happened to anyone I know yet in over a year in a half...
then I reread the part about what he would/will do when I release them...
Too Much Information...lol

#23
Master Jax

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Right? It's one of those "I can see what you did there" moments.

#24
Jenna WSI

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All I recall finding is the aligned head effects, is there more in Worms' module?

#25
Master Jax

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There is a plethora of new and different VFX in both the Arbor Falls and World of Aenea Haks! Hell, I even made petitions and pleadsto include both the KRS System and the Dynamic Weapons packs as VFX in a HUMUNGOUS, unified VFX hak, but was ignored... sniff... as always...

There's plenty of cool stuff in the Vault, Jenna, ripe for the pillage!