Can the visual effects of glowing eyes be applied to non-PC race/phenotypes?
Let's say I have a giant and want to make it red-eyed giant. I use VFX_EYES_RED_FLAME_HUMAN_MALE
.
Will the effect display at all?
Will it display somewhere around the waist of the giant at the height that it is displayed for human or at the giants head?
Vfx Eyes
Débuté par
werelynx
, févr. 03 2013 10:11
#1
Posté 03 février 2013 - 10:11
#2
Posté 03 février 2013 - 10:52
<pulling out very large...>
It will be applied to the giant's "head" node (if it has one). With a giant head, the actual glowing eyes would probably end up somewhere inside that dense cranium... so it probably won't work :-/
<...phrenological calipers>
It will be applied to the giant's "head" node (if it has one). With a giant head, the actual glowing eyes would probably end up somewhere inside that dense cranium... so it probably won't work :-/
<...phrenological calipers>
#3
Posté 04 février 2013 - 02:03
Rolo Kipp wrote...
<pulling out very large...>
It will be applied to the giant's "head" node (if it has one). With a giant head, the actual glowing eyes would probably end up somewhere inside that dense cranium... so it probably won't work :-/
<...phrenological calipers>
It doesn't have a head node. I remember the good ole days when I'd shoot arrows out of the mouth of giants and ogres when you could change appearance to that
#4
Posté 04 février 2013 - 10:09
Thanks.
Is there a way to tell if the particular model has a head node or not? I'm thinking about:
SPOILERS
Bodak, Caladnei, Bandit models. ALL of them are humanoidal.
Is there a way to tell if the particular model has a head node or not? I'm thinking about:
SPOILERS
Bodak, Caladnei, Bandit models. ALL of them are humanoidal.
#5
Posté 04 février 2013 - 03:43
lol equip a bow on it and see if the arrows shoot out of it's face. That's a pretty good indicator of whether or not the model has a head node. However if you don't want to go the way of lolz in testing you can also tell by going to Appearance.2da. Any models that have default listed as an envmap are the models I've known to have actual head nodes. Anything blank doesn't. They are things such as bears or giants which seem to only have hand and chest nodes.(which I suppose makes sense since the developers saw no need for a head node as they wouldn't naturally have a use for it). Furthermore you can actually open up the model files and it lists that data there.
#6
Posté 04 février 2013 - 04:32
Thanks Highv Priest,
Who says my bear couldn't wear a hat! That's outrageous!
It looks like only Caladnei has a head.(Note: I meant custom bandit-female-archer from Q, who deosn't seem to have one).
Would editing envmap column to say "default" change anything?
Who says my bear couldn't wear a hat! That's outrageous!
It looks like only Caladnei has a head.(Note: I meant custom bandit-female-archer from Q, who deosn't seem to have one).
Would editing envmap column to say "default" change anything?
#7
Posté 05 février 2013 - 06:37
I don't believe so. I've never done any testing with that to find out, but I would assume that in order for them to have a head node they must be modeled like that in their model files. The nwexplorer app which can be found here: http://nwvault.ign.c...r.Detail&id=248 will allow you to access normally hidden files in nwn. Using that you can find the various models and view their information.
#8
Posté 05 février 2013 - 01:11
I don't have enough time before the challenge(ABC) ends to jump into modelling.
Thanks Highv Priest for your responses.
I will just omit the glowing eyes, they are not so necessary.
Thanks Highv Priest for your responses.
I will just omit the glowing eyes, they are not so necessary.
#9
Posté 07 février 2013 - 03:19
If you look at the 'appearance.2da', under the MODELTYPE column it will list a letter. If it's 'P', that means it is part-based, and would probably have a head node.
#10
Posté 07 février 2013 - 03:30
Even non-part based things have head nodes. For instance all the standard NPC appearances that aren't part based still have head nodes.
#11
Posté 07 février 2013 - 03:53
You could apply them to a waypoint any very carefully place them on a gravestone once a pc enters a trigger.or window.
#12
Posté 07 février 2013 - 09:05
@Builder: That would be a neat concept, but I do not have any spare graves in the module.
@Highv Priest: Wouldn't Caladnei model be a good example?
@Highv Priest: Wouldn't Caladnei model be a good example?
#13
Posté 07 février 2013 - 01:36
Indeed.
#14
Posté 07 février 2013 - 07:15
Sorry, I didn't really expand my reply specifically. My suggestion was to help narrow down which ones you could test. Other models may have head nodes, but their existence or position aren't guaranteed. Caladnei (and many other humanoid NPCs) actually started out as a part-based model which was fused into a non-part based, so she does have a head node. Non-part based models are considered more efficient to the engine, so they were preferable.
Mostly, you'll have to do trial and error, but I thought that might help a bit.
Mostly, you'll have to do trial and error, but I thought that might help a bit.
Modifié par Khuzadrepa, 08 février 2013 - 03:55 .
#15
Posté 07 février 2013 - 07:29
This is correct. The head nodes are physically in the model. I think the correlation between head nodes and envmap settings would only be coincidence, as I don't believe the setting has any bearing on it.Highv Priest wrote...
I've never done any testing with that to find out, but I would assume that in order for them to have a head node they must be modeled like that in their model files.
Modifié par Khuzadrepa, 07 février 2013 - 07:32 .





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