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[SOLVED] Assigning VFX to a creature


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#1
Qutayba

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I've created new VFX using a base wolf model, to which I added flaming paws.  I'm having trouble figuring out how to assign those effects to the actual creature template?  So, I have a properly exported .vfxproj file and a creature template ready to be ignited.  I'm having trouble figuring out what to do next.

Modifié par Qutayba, 05 janvier 2010 - 01:37 .


#2
hunharibo

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I have the same problem. I created a crust type vfx, posted to local and exported properly. It shows up in the available vfx list in the toolset. However, in the cutscene editor for example i do not have the option to assign the vfx to a model as it should be the case. It works with vanilla crust vfx, but not with my own. Any help?

#3
Qutayba

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Am I correct that what I'll have to do is venture into the frightening land of 2DA editing and create a new appearance? I see crust_effect is one of the entries for a model appearance. And would this solve Hunharibo's issue as well (though perhaps in a placeable 2DA)?

#4
FalloutBoy

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2DA editing is not frightening as long as you don't try to use OpenOffice for anything. Either use Excel and ExcelProcessor to make your new tables or else use GDApp to make GDA's directly. Do not waste your time with OpenOffice. Anyone who claims that it will work, hasn't spent enough time with it to see the problems.



Whenever you get your new appearance to work, let us know. I'm going to want to do this as well. Probably lots of people will.


#5
Qutayba

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I've made some progress, but I may need some advice from someone with more experience working with the 2da's.  I noticed in the Appearance 2DA, the space for adding a crust (the Old Oak and Lady of the Forest have crust effects listed here) is an integer, so the model name for my effect won't work.  So, I began editing the VFX 2DA also.  The id numbers there matched the crust integers used by the Old Oak, etc., in the APR 2DA.  So I added my effect to the VFX 2DA, inserting the model name of the effect I created in the VFX editor in the toolset.

I then want back to the APR 2DA, copied the blight wolf line and gave it a new id.  Since the base model is the same as the blight wolf, the only thing I changed was the object id and inserting the VFX id number where it asks for a crust integer.

So, the good news is that "Wolf, Flaming" now shows up in the drop down list of possible appearances for a creature in the toolset.  The bad news is that nothing actually appears and the model appears to be invisible.  So I can't tell yet if the crust is actually being applied to the model at all.  In the APR 2DA, I left the model as the blight wolf model, since I'm not changing the base model.  Are there other 2DA's I need to work with?  Have I left something out?

PS: On a whim, I tried the invisible model in game (much as the wisp is invisible in the creature editor but animates in game (it's essentially ONLY a VFX)).  The game crashed, so something essential is missing somewhere.

Modifié par Qutayba, 29 décembre 2009 - 04:43 .


#6
Qutayba

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OK, so I'll give more detail in case someone out there spots an error.

I created the effect wh_wolf_flames (flaming feet and eyes) in the VFX editor in the toolset, and I've tried to attach it to the Blight Wolf model.  To do so, I've tried to make a distinct copy of the blight wolf model (I don't want all blight wolves to look like this).

Below are the lines from the two 2da's I edited.  I imitated the Great Oak (which has VFX falling leaves).

I get "Wolf,Flaming" to appear in the possible appearances for a new creature.  However, the creature is invisible and crashes the game when the PC enters its area.  What else do I need to do to get it working?  Have I done something wrong or not done something I need to?

EDIT: Gah, there's no easy way to add xls lines to a post without creating a visual mess.  Working on that.
Trying to upload xls to my project page, but failing.  Any suggestions?

Modifié par Qutayba, 04 janvier 2010 - 08:26 .


#7
FalloutBoy

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I discovered yesterday that my new lines in APR_base did not work with ID's 1000000 and 1000001. It would show up on this list but be invisible in the creature editor. I changed the ID's to 1000 and 1001 and they they showed up correctly. My guess is that this is another M2DA that doesn't work with high numbers (along with the effects M2DA).


#8
Qutayba

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FalloutBoy, I want to have your (virtual) babies! The flaming wolf appeared and quickly dispatched me. There was much gore and rejoicing. This has solved several problems at once. Thanks for the tip. I hope this doesn't increase the chance of conflicts between mods, but maybe they'll fix the limited number span in a future patch.