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Door/ladder transition indicator placed effect


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18 réponses à ce sujet

#1
Tchos

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This thread is split off from the Calister Placeables thread, wherein Bob Hall requested some means by which to indicate that a placeable acts as a door, as in the Temple of Elemental Evil does with an icon.  I suggested a placed effect in a similar style, and then decided to start a new thread rather than clutter up Calister's thread.

Morbane wrote...
Door Icon option one:
https://www.dropbox....x/door_open.ico
Door icon option two:
https://www.dropbox....qkw/door_in.ico


Calister68 wrote...
Yes, this would be a nice addition, Tchos.[smilie]http://social.bioware.com/images/forum/emoticons/joyful.png[/smilie] 
But why not using the nwn2 door icon ?

rjshae wrote...
Yes it would. Why not make it tintable though?

I don't know if it's possible to tint a placed effect.  If it is possible, it would involve scripting.  It could easily be done by the builder if you open up the DDS file, though, and the image can be replaced that way, too, for more options.

In actuality, when I create any effect that will be one solid colour, I make the graphic black and white, and choose the colour in the effect editor.  I did the musical notes and sleeping Zs that way.  For other effects, like the quest indicators, where I use two colours (a fill and a stroke), and I want to control the colour more precisely, then I put the colour in the graphic.

Using the NWN2 door icon is a definite possibility.  I had forgotten about that, actually!  I'm not sure how it'll look floating over a placeable, but we can see.  Thank you for those icons, too, Morbane.

Another question is: how big should it be?  The same size as the icon would be in its targeting window?

#2
kamal_

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Effects are not tintable. You would need to make one for each color.

#3
rjshae

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Ah, okay. For some reason I had mentally pictured a two component model; one for the collision box and another for the floating icon.

#4
Tchos

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That is what I have in mind. You have a collision box or a trigger with an on-enter script to handle the actual transition, and a separate placed effect that would handle the floating icon. Is there a better way?

#5
Tchos

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Here's what I've done:


As an aside, I've discovered that you can easily make a link clickable by simply clicking the BBCode button in the full editor, then clicking it again.

Modifié par Tchos, 09 novembre 2013 - 01:28 .


#6
Tchos

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Oh, and the slow size pulsation is just something I added to better illustrate that it's an icon. That's something that can be removed in the VFX file, if desired.

#7
Morbane

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things that make you go hmm...

didnt picture the same thing, in the same way

but now that ive seen it - could be useful

#8
Tchos

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What were you picturing?

#9
Morbane

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...the icon would appear on mouseover

#10
Tchos

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I don't know how that could be accomplished. This is based on how it works in ToEE, where there are just icons floating over the doors and ladders all the time.

#11
Calister68

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Yes, I also thought about a mousover, Morbane^_^

But Tchos system can be very useful to point out useable things that are not obvious. I think about the ground crack I made for example, I'm sure a lot of people will pass next to it without thinking they can click on it:lol:

This system can also be used in other situations, like pointing out a merchant in a city, for exemple (a floating gold purse could do the trick). Or an ore vein you can use in a mine.

Modifié par Calister68, 09 novembre 2013 - 08:31 .


#12
Tchos

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Indeed, I anticipated a system similar to this being usable as a merchant indicator when I made my quest indicators, but I didn't make any for that purpose.  Those can be attached to an NPC, rather than being stuck in one place.

#13
rjshae

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Tchos wrote...

That is what I have in mind. You have a collision box or a trigger with an on-enter script to handle the actual transition, and a separate placed effect that would handle the floating icon. Is there a better way?


What I had pictured was a model with two RIGD components. I.e. the hidden box itself and the visible icon object placed at the center (with a glow component). But no matter.

#14
Tchos

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There's nothing stopping it from glowing, or from looking exactly like the ones in ToEE if desired. It can also be applied directly to the collision box instead of being a placed effect, if that's what you wanted, being a single object to place, or else perhaps a trigger to draw.

#15
rjshae

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Yup, well I was just clarifying my meaning. :)

#16
Tchos

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At any rate, without further suggestions or someone saying that they want it, it's as done as it'll get.

#17
rjshae

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Hi Tchos,

Are you going to post it somewhere? :happy:

#18
Tchos

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I'll take that as someone saying he wants it. I'll get it uploaded, then.

#19
rjshae

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Not sure what you mean, but yes I would like to give it a try. Thank you.