In the undead level of the Forest Ruins, there are two creatures, the boy who cries for his mother and the elf lady who speaks gibberish, who have a 'ghostly' effect; they are partially translucent and sorta white/glowy.
However, they have totally normal appearances in the creature editor. I've looked through the creature files and the area file, but I can't figure out how they are made to appear as ghosts. Any ideas?
Ghostly effect used on creatures in Elven Ruins?
Débuté par
FergusM
, janv. 09 2010 03:15
#1
Posté 09 janvier 2010 - 03:15
#2
Posté 09 janvier 2010 - 06:28
My guess would have been a unique entry in the appearance table, but I guess not. Check the variables. Or check the area script for special case code. If you find it, let us know.
#3
Posté 09 janvier 2010 - 07:40
FalloutBoy wrote...
My guess would have been a unique entry in the appearance table, but I guess not. Check the variables. Or check the area script for special case code. If you find it, let us know.
I did a little poking around in the scripts and I couldn't find anything related to appearance; just some stuff for triggering their dialogue and moving the ghost boy around. I'm not very familiar with it, though, so I may have missed something.
#4
Posté 09 janvier 2010 - 08:51
Emissive textures with an alpha for transparency perhaps?
Modifié par DarthParametric, 09 janvier 2010 - 08:51 .
#5
Posté 09 janvier 2010 - 08:55
How would I check something like that? You don't really get an option to change textures for creature directly.
It's definitely not scripts in the area; I've tried spawning them in other areas and they appear fine. Duplicate creatures also work.
It's definitely not scripts in the area; I've tried spawning them in other areas and they appear fine. Duplicate creatures also work.
#6
Posté 09 janvier 2010 - 09:09
By the way, I forgot that the dwarves in the Deep Roads also have this same effect.
I've tried duplicating some of these creatures and then changing their appearance/inventory, and that works fine. However, I still want to know how this works; I'd be interested in creating a 'similar but different' effect, maybe changing the opacity or colour. I think I must be missing something in the creature file. Anyone else want to take a lot through them?
I've tried duplicating some of these creatures and then changing their appearance/inventory, and that works fine. However, I still want to know how this works; I'd be interested in creating a 'similar but different' effect, maybe changing the opacity or colour. I think I must be missing something in the creature file. Anyone else want to take a lot through them?
#7
Posté 09 janvier 2010 - 09:38
I just opened Morrigan's robe texture (I already have it in my override folder to remove the stupid lower necklace), and changing the alpha of the xx_0d.DDS file to 50% makes her have a non-glowing semi-transparent ghostly look, so it's possible they did that through textures.
#8
Posté 09 janvier 2010 - 09:50
Well...here you go:
//==============================================================================
/*
den960cr_ghost.nss
Gives the ghost NPC's in the Abandoned Orphanage the ghost effect
*/
//==============================================================================
blah blah blah
case EVENT_TYPE_SPAWN:
{
AddAbility(OBJECT_SELF, ABILITY_TRAIT_GHOST);
break;
}
//==============================================================================
/*
den960cr_ghost.nss
Gives the ghost NPC's in the Abandoned Orphanage the ghost effect
*/
//==============================================================================
blah blah blah
case EVENT_TYPE_SPAWN:
{
AddAbility(OBJECT_SELF, ABILITY_TRAIT_GHOST);
break;
}
#9
Posté 09 janvier 2010 - 10:04
Thanks! I actually thought it was that and tried it, but I think my issue was that I messed something else up when testing it.
Modifié par FergusM, 09 janvier 2010 - 10:05 .
#10
Posté 09 janvier 2010 - 07:38
Outstanding! I wouldn't have guessed that it was an ability.
#11
Posté 09 janvier 2010 - 07:59
Nice find. I wouldn't have figured that either. Seems an odd way to implement it, but I guess it should make it easy to apply the effect to any model without modifying them. It could have a lot of uses.
#12
Posté 09 janvier 2010 - 08:54
#include "effects_h"
MakeCreatureGhost( GetHero() )
It seems there are multiple ways of doing the same thing. This function creates an effect of EFFECT_TYPE_ALPHA which makes you transparent, and a crust effect of type VFX_CRUST_GHOST which makes you yellow and sparkly.
MakeCreatureGhost( GetHero() )
It seems there are multiple ways of doing the same thing. This function creates an effect of EFFECT_TYPE_ALPHA which makes you transparent, and a crust effect of type VFX_CRUST_GHOST which makes you yellow and sparkly.





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