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VFX Quivers & Arrows: Updated


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#1
The Amethyst Dragon

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I just updated my VFX Quivers & Arrows hak with all new models and textures.

For those that already use the original version from three years ago, the new models have the exact same names and 2da entries, so you should be able to just put in the new models and textures, overwriting the original ones for an easy replacement.

Gone are the boxy quivers and sparse arrows made from the DLA Dynamic Quivers hak, in are more rounded and better textured quivers stuffed full of arrows from my Project Reforged.

I did replace the grey arrow fletching with a light brown, but that's the only real difference in color from the older ones.

Enjoy. Go shoot something!

Posted Image

#2
Frith5

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Fantastic!

#3
Pstemarie

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That skybox(???) is incredible looking.

P.S. Good job on the update.

#4
The Amethyst Dragon

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Pstemarie wrote...

That skybox(???) is incredible looking.

P.S. Good job on the update.

Thanks, and thanks.

I like the all-new quivers myself.  The character in that pic is my archer, and with the Reforged longbow and nice skinmeshed robe, the older models that had been based on the DLA dynamic quiver (a neck armor part) just looked too boxy and outdated.  And, since I've practiced just a bit with making models in the last three years...

I also happened to have some new arrow models and textures lying around (the ground and in-flight models for my Reforged arrows), so I used those and arranged them so when they get added (quivers and arrows are separate visual effects), the quiver would look more full.  Instead of 4 arrows, there's now 7.

As far as the skybox in the screenshot, that's my "astral" skybox that shows up in my OOC entry area.  It's just a simple sphere with multicolored spots.  Everything else (the portal into the gameworld proper, and the glowing crystals path he's standing on) are placeables.  That tileset's "ground" is transparent so it looks like your PC is floating in space.

#5
henesua

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These are beautiful, TAD. Thank you very much for sharing.

As I am pulling them into a project I am working on, I was considering adding my own spin on the colors. Do you have the original image files to share? I was hoping to have the thread on its own layer along with the "hem" on the top. I can do this on my own, but if you have the file to share I would appreciate it.

#6
The Amethyst Dragon

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henesua wrote...

These are beautiful, TAD. Thank you very much for sharing.

As I am pulling them into a project I am working on, I was considering adding my own spin on the colors. Do you have the original image files to share? I was hoping to have the thread on its own layer along with the "hem" on the top. I can do this on my own, but if you have the file to share I would appreciate it.

Thanks.  :)  I'm glad you like them.

I looked, and somewhere along the line I must have cleared out my working folder for the quivers.  The original for the quiver texture is, unfortunately, gone.

It shouldn't be too much work to extract one of the ones in the hak and split it up into layers.  I would suggest the grey one, just so you don't have to worry about desaturation before adding your own colors.

#7
henesua

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no problem. thanks for taking a look.

#8
WoC_Builder

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These are beautiful! :) Would anyone have an example script of how they would be applied to the PC's? I'd love to add these to our PW. :D I know the 2da references would be different, but I'm having a problem wrapping my mind around implementation.

Thank You :)

#9
Rolo Kipp

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 <going...>

For an example, you can look at the do_mask script in the Community VFX Project.

Note, however that the quivers are in a different order in TAD's 2DA than in the CVP.
The CVP determines which effect to use by race*2+gender

if ((PCRace > -1) &&(PCRace < 7))
   raceMod = PCRace;
    else
    {
   SendMessageToPC(oMSG, "Warning: you are not a supported race. Only human, elf, dwarf, halfling, gnome, half-elf and half-orc characters are supported.");
    raceMod = 6; // defaults to human
    }

    if(PCGender == GENDER_FEMALE)
   genderMod = 1;
    else if(PCGender == GENDER_MALE)
   genderMod = 0;
    else
    {
   SendMessageToPC(oMSG, "Warning: you are not a supported gender. Only female and male characters are supported.");
   genderMod = 0; // defaults to male
    }
   nEffectMod = (2*raceMod)+genderMod;
 }

Edit: Oh, and I should mention that the above modifier is added to the base index of the visualeffect - where that quiver set starts. So the first (dwarf male (0,0)) vfx might start at 8000. nEffectMod would be added to the base index to determine which pheno effect to apply.

<...his own way>

Modifié par Rolo Kipp, 05 janvier 2014 - 07:31 .


#10
WoC_Builder

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Thank you sir. I'll take a peek. :)