Aller au contenu

Photo

How to place a vfx into an area?


  • Veuillez vous connecter pour répondre
3 réponses à ce sujet

#1
Machinima

Machinima
  • Members
  • 78 messages
I  failed to add a vfx in the area editor, nothing appears when I
want to drop down a vfx model. Are the any more detailed tutorials on
using the vfx? Tnx for help.

#2
PavelNovotny

PavelNovotny
  • Members
  • 344 messages
You add vfx in the Level Editor, not the area editor.

#3
Spookius Mortem

Spookius Mortem
  • Members
  • 5 messages
I know I'm resurrecting an old thread here, but I've seen a number of questions on this topic with no answer other than using the level editor. I had been trying to think of ways to make this work when it dawned on me that I used to do something similar in NWN.

The work around isn't exactly graceful, but it gets the job done. Here’s how I made VFX that can be placed in an area.

First, create a new vfx, but don’t select placeable when creating it, instead select crust. Select VFXRoot and assign it a name in the Object Inspector. Now select the node and in the Object Inspector click in ModelName, then click the “…”. This will open a dialog to load a model the vfx will be attached to. Select an invisible placeable model, such as plc_invissmall_01_0 (tip: if you type in *plc* in the Name field of the dialog and hit enter, it will filter the list to names having the string ‘plc’). On the default crust node, select insert emitter. Now go make your vfx. Save and post.

Now you’ll need to edit two 2DA files: placeables.xls and VFX_base.xls. In VFX_base.xls, copy a row that has ‘Placeable’ in the Category field (such as item 5020, Trap – Glow). Paste that as a new row. Assign a new unique ID, a new Label, and replace the ModelName, ModelName1, and BlendTreeName fields with the name you assigned to the VFXRoot. Save the .xls file.
Next open the placeables.xls file. Find the row of the placeable you used in creating your vfx. Copy it and paste it into a new row. Give your new row a unique ID, a new Label, and in the CrustVFX field enter the ID of the row you created in the VFX_base.xls file. Save the .xls file. Now convert both files to .GDA.

In the toolset create a placeable and in the appearance dropdown you should see the name of the label you added in the new placeables.xls row. Select that option and finish creating the placeable. Note that you will not see anything in the rendering window; that’s because the object it invisible and the VFX won’t show here.

After you are finished, you should see the new placeable in the placeable palette. From there you can add it to the area, but it will be invisible (I have not been able to get VFX to render in the area or level editors at all). If you select the placeable in the area hierarchy though, you will see the invisible placeable only by its yellow bounding box, which you can use to see where you are positioning it. Enter the game to test it out. It worked for me the first time (and that’s rare!). You can also do this with a non-invisible model. The only real difference is in when you are creating the vfx, you’d probably want to position the emitter(s) to where you’d want them to be on the actual model.

Hope this helps.

Modifié par Spookius Mortem, 07 juin 2010 - 02:29 .


#4
mihlena

mihlena
  • Members
  • 141 messages
An other way is to write an on spawn skript for an placeable, which creates the effect of it. This works very fine. You can use much of the effects at visible or invisble placeables.