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Fx growth rate.


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6 réponses à ce sujet

#1
PJ156

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I have a custom fx. It is s acloud effect and it is very nice thank you.

The issue I have is that when the part transition to the area they are close to it and it does not start to develop till the player spawns in to the area. So when the player does arrive it appears as lots of small clouds, within 10 - 15 seconds it is the size I want it to be but its look a bit naff in the meantime.

Currently I am considering tying the character up in a convo when they arrive or maiking the area much bigger so the charcter has to walk in and the time passes. The convo idea is poor since given the size of the fx, what other topic of conversation is going to take precedence over the 50 ft wall of black and purple smoke just up the road.

Soooo ... Can I start the fx early or does it only spawn when the player arrives. I suspect the latter since the engine does not want to be maintaining it during the rest of the game play. that means I am down to a bigger area which is another weeks delay on the project being finished :(

PJ

#2
Dann-J

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VFX only run while there is a player looking at them. If you turn your character's back on an effect (a fire, for instance) so that it's no longer within the screen's field of vision, then turn them around again fast enough, you can sometimes see the effect starting up from scratch as it comes into view.

So basically, NWN2 VFX are like the opposite of the Weeping Angels on Dr Who...

#3
PJ156

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Okay then I am going to need some fancy camera work and a conversation to get the full effect of what I am trying to do,

Even then this might be a problem :(

PJ

#4
PJ156

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Hmmm, that's not what I am seeing Dann, the cloud is certainly not formed when the player arirves but does not seem to dissapate when you turn the camera away. Perhaps it is the long delay time I have on the cloud fx.

PJ

#5
kamal_

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Two vfx, one fully formed cloud that's deleted when the other reaches the right size.

#6
Lugaid of the Red Stripes

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Depending on how the cloud is textured, you could set up a static camera looking towards were the pillar of smoke is supposed to be, and set another VFX close to camera, positioned just right so that the little pillar looks the same as a big pillar from a distance. You might even stick a miniaturized version of one of your building placeables right there with it, hanging out in mid-air, to help sell the illusion. Then you delete both when the cutscene convo ends.

#7
Guest_Iveforgotmypassword_*

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Stick in a few rocks and have them walk around the corner, up a hill or past a house would be my preferred course of action.