NWNCX Suggestion - open "hard coded" visual effects to modification/addition
#26
Posté 14 juin 2012 - 06:06
#27
Posté 15 juin 2012 - 04:44
I've only been able to run a few very basic tests but it looks like it's going to work.
To other custom content folks: Have you been able to export a model from NWMax and make a new beam effect yet? Say, loading in an old beam effect, chaning the color (if it's colored by emitter settings, like vim_disinta.mdl is, I believe) and then save it out and have it work? I'm choking on that.
Modifié par OldTimeRadio, 15 juin 2012 - 04:44 .
#28
Posté 15 juin 2012 - 01:29
nwgmax broke the model on export (I don't know why), so I had to edit the ASCII manually.
#29
Posté 15 juin 2012 - 02:35
Thanks for the confirmation, Virusman. I'll see if I can track down what the problem/issue is with NWMax. I did some comparisons last night but I just couldn't seem to put my finger on what it was. I've run into this problem before (regarding lightning on a placeable) and I'm hoping I can dig up my notes to point me in the right direction. At the time I just shifted over to 3DSMax 5.1 using the BioWare export scripts, IIRCvirusman wrote...
Yes, I've tried that and it works.
nwgmax broke the model on export (I don't know why), so I had to edit the ASCII manually.
BTW, there have been indications over the years that uncompiled VFX can sometimes lead to intermittent crashes. Sometimes an uncompiled VFX model will consistently crash until it is compiled. It is advisable to compile all VFX models.
For that sort of thing, I recommend this compiler. Sometimes this one.
Again, thank you SOOOOOO MUCH for all your hard work and I look forward to any other discoveries/modifications you make!
Modifié par OldTimeRadio, 15 juin 2012 - 02:38 .
#30
Posté 15 juin 2012 - 03:58
http://data.virusman...nwncx-0.2.3.rar
The principle is the same: add/modify a line in vfx_texreplace.2da, then add new VFX in visualeffects.2da with ProgFX_Duration = 1000+<line id in vfx_texreplace.2da>.
Now you can change textures and environment maps.
Looking forward to seeing what you'll make with these features.
Modifié par virusman, 15 juin 2012 - 04:10 .
#31
Posté 15 juin 2012 - 04:28
#32
Posté 15 juin 2012 - 04:52
BurstUp
LinkedBurstUp
DoubleBallistic
TripleBallistic
Modifié par virusman, 15 juin 2012 - 04:53 .
#33
Posté 15 juin 2012 - 05:29
http://data.virusman...nwncx-0.2.4.rar
Demo module:
http://data.virusman...ojType-NWNCX.7z
Video:
Modifié par virusman, 15 juin 2012 - 05:43 .
#34
Posté 15 juin 2012 - 05:55
(explodes)
#35
Posté 15 juin 2012 - 07:07
Modifié par Alex Warren, 16 juin 2012 - 09:15 .
#36
Posté 16 juin 2012 - 12:07
#37
Posté 16 juin 2012 - 07:27
I've been experimenting and just added 6 new texture VFX for my PW's haks. Haven't made any new beams myself yet, but I have a couple in mind for testing.
Thanks, virusman!
#38
Posté 16 juin 2012 - 04:48
#39
Posté 16 juin 2012 - 06:44
#40
Posté 17 juin 2012 - 02:38

Edit: Whoops, edited the wrong post and blew away my explanation. Basically, this is showing the ability to visually change states on a placeable with texture and being able to change the material of the placeable with the envmap switch. Changing envmap seems to reset texture but I'm not sure if there's any way around that.
Modifié par OldTimeRadio, 17 juin 2012 - 03:30 .
#41
Posté 18 juin 2012 - 03:08
Modifié par virusman, 18 juin 2012 - 03:22 .
#42
Posté 18 juin 2012 - 07:13
Ack! *thud* <i think you've just found a new fan-boy, vm. not that he wasn't before...>
<...all over the table>
Modifié par Rolo Kipp, 18 juin 2012 - 07:17 .
#43
Posté 18 juin 2012 - 09:46
#44
Posté 18 juin 2012 - 10:07
Open face helmets:
http://data.virusman...nwncx-0.2.5.rar
Add dummy node named "nwncx_openface" to your model, and the game won't remove the head when you equip the helmet.
I'm still not sure it's the best way, but it seemed better than VFX. Anyway, even if you want to use VFX, you can create an empty model just with that dummy node and apply any kind of VFX in OnEquip script.
As I don't have any suitable helmet models for testing, the current implementation may have some bugs: i.e. disappearing head when re-entering area or logging in with helmet equipped.
Modifié par virusman, 19 juin 2012 - 12:42 .
#45
Posté 19 juin 2012 - 12:09
If no one beats me to it, I'll convert the Ki Stone diadems to open face helms and test it out.
But, i'm waiting on a new HD to arrive first, so it may be a few days...
<...the hard drive blood from his hands>
#46
Posté 19 juin 2012 - 12:31
Wow. Happy 10th NWN Birthday to us! Thanks, yet again, virusman!virusman wrote...
Nevermind.
Open face helmets:
http://data.virusman...nwncx-0.2.5.rar
Add dummy node named "nwncx_openface" to your model, and the game won't remove the head when you equip the helmet.
I'm still not sure it's the best way, but it seemed better than VFX. Anyway, even if you want to use VFX, you can create an empty model just with that dummy node and apply any kind VFX in OnEquip script.
As I don't have any suitable helmet models for testing, the current implementation may have some bugs: i.e. disappearing head when re-entering area or logging in with helmet equipped.
#47
Posté 19 juin 2012 - 07:46
virusman wrote...
Nevermind.
Open face helmets:
http://data.virusman...nwncx-0.2.5.rar
Add dummy node named "nwncx_openface" to your model, and the game won't remove the head when you equip the helmet.
I'm still not sure it's the best way, but it seemed better than VFX. Anyway, even if you want to use VFX, you can create an empty model just with that dummy node and apply any kind of VFX in OnEquip script.
As I don't have any suitable helmet models for testing, the current implementation may have some bugs: i.e. disappearing head when re-entering area or logging in with helmet equipped.
Quick question (for servers/LAN games): will all players see the same thing? Or will only the client see the open face helms and others see a helmet model + a VFX (if they do/don't have nwncx)? Higher Ground has hidden helmet models server side for quite some time. They never released it, I attempted to copy the functionality awhile a go on linux: github.com/jd28/nwnx-ta/tree/master/plugins/tastuff It's only issue is wrt shifters needing to reequip. If all players see the same thing, I'd love to switch to something more robust.
Thanks for the amazing work on this!
Modifié par pope_leo, 19 juin 2012 - 08:01 .
#48
Posté 19 juin 2012 - 08:40
#49
Posté 13 juillet 2012 - 02:28
excellent, though why is the name of the dummy nwncx_openface? Wouldn't be better simply openface? I understand you want to credits, but these prefixes are quite silly actually, hopefully its not virusman_openface, but still.virusman wrote...
Nevermind.
Open face helmets:
http://data.virusman...nwncx-0.2.5.rar
Add dummy node named "nwncx_openface" to your model, and the game won't remove the head when you equip the helmet.
I'm still not sure it's the best way, but it seemed better than VFX. Anyway, even if you want to use VFX, you can create an empty model just with that dummy node and apply any kind of VFX in OnEquip script.
As I don't have any suitable helmet models for testing, the current implementation may have some bugs: i.e. disappearing head when re-entering area or logging in with helmet equipped.
#50
Posté 13 juillet 2012 - 02:31
I don't need credit, I needed a node name that wouldn't confuse CC makers.
Modifié par virusman, 13 juillet 2012 - 02:35 .
- Rolo Kipp aime ceci





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