Community VFX Project
#51
Posté 20 décembre 2013 - 12:34
Head
Custard Pie in face
Egg on face
Joke arrow through head (I think AD did something similar for a ccc)
Carrot on string on stick on headband in front of face
Exploding Cigar
Monacle
Panda eyes/joke black eye telescope effect
Third eye in middle of forehead
Rabbit peeks out from under hat
Beams of light shoot out from eyes (ala Superman's heat vision in the comics)
Elephant's Ears/Trunk (curse/wish gone bad)
Tusks
Big splat of bird poo on head/shpulder(s)
Mr Bean's Turkey joke
Cloud of flies/cloud with rain hovers over
(Live) Raccoon skin/Cat-as-a hat
Melted face (ala Salvadore Dali)
Over-sized facial feature (Humungous big nose etc.)
(Litteral) Birds Nest in hair (complete with bird)
Hanky used for a mask (as seen in old time western movies) or as a gag (to stop speech, not joke)
Bandana
Head and hands
Dr Who regeneration effect
Hands
Juggling balls (probably better as an animation)
Feet
Various animal/monster feet
Clown's oversized shoes
Smelly green smoke arising from
Any
Body part glows
New Tattoo designs
<must stop, brain going to goo, too many...>
Hope at least one or two of these is of use.
TR
#52
Posté 20 décembre 2013 - 01:46
Rubies did that one, for the January/February 2011 CCC:Tarot Redhand wrote...
Joke arrow through head (I think AD did something similar for a ccc)

Bad news...body aligned VFX can only be tied to head (via the head node) or torso (via the impact node).Tarot Redhand wrote...
Head and hands
Dr Who regeneration effect
Hands
Juggling balls (probably better as an animation)
Feet
Various animal/monster feet
Clown's oversized shoes
Smelly green smoke arising from
Any
Body part glows
New Tattoo designs
#53
Posté 20 décembre 2013 - 02:07
The Amethyst Dragon wrote...
Bad news...body aligned VFX can only be tied to head (via the head node) or torso (via the impact node).
That might be bad news for what I'd like to do, with Blankets as the vfx needs to be aligned with the body position. Was hoping to use a single vfx for all pheno types just raising and lowering it as needed. Via scripting.... I didn't have much luck making a ground aligned vfx appear at a "location" to see if I could mess with facing and z-position.
Have cobbled together a crude vfx to test with, don't think I have a good grasp of what limitations I have to work with in however when using a vfx though.
neverwintervault.org/sites/neverwintervault.org/files/u1173/blanket-1219a.jpg
In the above I've asked the .2da to use both OrientWithGround & OrientWithObject... like as not overriding OWG. Believe it picks up the Orient WithObject as what it defaults to... as I have the vfx under Imp_Impact_Node.
Maybe someone could give me a kick in the seat of the pants before I spend to much time barking up what could be the wrong tree in getting a working blanket off the ground for the standard pheno-types.
Modifié par CalSailX, 20 décembre 2013 - 02:20 .
#54
Posté 20 décembre 2013 - 02:48
TR
#55
Posté 20 décembre 2013 - 03:27
Sorry, didn't mean to sound too negative there. I've been wrestling/playing with aligned visual effects since shortly after Ippensheir released the original Aligned Head Visual Effects package, and not everyone is aware of the limitations of where VFX can be attached. You may have already been aware, but I can never remember who knows what already.
As far as the "any" category, I just assumed you meant adding glows/tattoos to parts like hands, arms, legs, etc. These would work with heads and torsos.
CalSailX:
As far as the blanket goes, that one would probably work well if you were to attach it to the "root" (Imp_Root_S_Node & Imp_Root_M_Node), but still oriented with object...this would keep the direction with the characters, and it would remain horizontal and attached at ground level. You could make a couple different blanket models (one for medium creatures and one for small creatures), and have it so the blanket(s) extend into the ground/floor/bed/etc. a bit so that they still look good covering multiple characters. Your screenshot looks good already.
#56
Posté 20 décembre 2013 - 03:47
#57
Posté 20 décembre 2013 - 07:49


<...all those admonitions about running and sharp archmage staves>
#58
Posté 20 décembre 2013 - 10:47

Halo - Holy
<...a saint>
#59
Posté 20 décembre 2013 - 11:33
i kind of like this view a little better, it reminds me of medeival paintings of saints when theyre reveared as angels. or a statue of liberty-esque look
Modifié par oOKyeOo, 20 décembre 2013 - 11:34 .
#60
Posté 20 décembre 2013 - 11:51
Edit: To be clear, the DS Fangcrown and mage-halo are seperate from these entries until the DS CCC is released...
Re variations: That's the idea :-) Right now I'm just trying to get some base models made, in the mage-halo case for the DS CCC. The first version bugged the bejeebers outta me. But I can easily see at least different colors. I'd also like to animate the aura texture (not terribly difficult, but beyond what I am willing to sink time into at the moment). I'm rather hoping after I make my video tute that new people will be inspired to jump in the pool and start contributing :-)
Re Holy halo: That was the inspiration for that one. The infernal one would be more a mocking ring of fire, I think :-)
Think I need a lightbulb,too, so DM's can get PC's attention to things like finding clues and secret doors :-)
<...to an idea-bulb with a pull-chain>
Modifié par Rolo Kipp, 20 décembre 2013 - 11:52 .
#61
Posté 21 décembre 2013 - 12:45
TR
#62
Posté 21 décembre 2013 - 02:01
*impressed to the point of speechlessness, takes hat off and makes a deep bow to Rolo*
#63
Posté 21 décembre 2013 - 02:30
#64
Posté 21 décembre 2013 - 03:15
Thanks, but I think I'll make a very special set of horns, too. Ones that match your avatar ;-) And maybe burning "Hot Pink" hair to boot =)
Not in the next week, however :-/
Too much stuff to do.
So I'll be wrapping up what I've started so far and teaching a fish to fly this week.
<...grin>
#65
Posté 21 décembre 2013 - 03:19
#66
Posté 21 décembre 2013 - 05:36
Is there ANY way to apply a head-aligned FX to a PC which then remains in place permanently, forevermore, in perpetuity, eternally, even if that PC leaves a Module and goes to other Modules, etc. (Much as wings and tails stay put).
#67
Posté 21 décembre 2013 - 07:20
PLUSH HYENA of DOOM wrote...
Apologies for this as it's a little off-topic...
Is there ANY way to apply a head-aligned FX to a PC which then remains in place permanently, forevermore, in perpetuity, eternally, even if that PC leaves a Module and goes to other Modules, etc. (Much as wings and tails stay put).
Its possible if you write the modules. These VFX are script applied and script maintained. You can ensure they stay in place.
#68
Posté 21 décembre 2013 - 08:57
Just a pointer - I'm not expecting you to write scripts or anything!
Because a Demoness really shouldn't have to go sticking her horns back on all the time - and combining them into the head model has proven... troublesome so far, with regards texture mapping.
Modifié par PLUSH HYENA of DOOM, 21 décembre 2013 - 09:59 .
#69
Posté 21 décembre 2013 - 09:59
You're obviously not afraid of using haks, so this is actually easier than it sounds, but not via scripting. You can use the trick OldTimeRadio came up with for adding a second texture to a body part...so you could add the horns to the head model and make use of your VFX horns' existing texture and mapping.PLUSH HYENA of DOOM wrote...
Because a Demoness really shouldn't have to go sticking her horns back on all the time - and combining them into the head model has proven... troublesome so far, with regards texture mapping.
Link: How To: Display a TGA & PLT on the Same Body Part at the Same Time by Old Time Radio
Basically:
1. Make up a dummy .tga file you're willing to "sacrifice". I usually go 2 pixels x 2 pixels.
2. Open your demoness' head in gmax (or 3ds, whatever).
3. Add your desired horns to the head model. Make sure it looks good with the "real" texture, then swap in the "sacrificial" texture and save/export.
4. Create/modify a .txi file with the same name as the "sacrificial" texture. The file name (without extension) of the "real" texture goes in here.
5. Add all five files to your hak (head model, existing head plt, sacrificial texture, txi, and real horn texture) and enjoy.
#70
Posté 21 décembre 2013 - 10:02
I mean, it's not that hitting the 'cast on self' item and activating the horns at the start of every Module was difficult or anything, but this is just so much better.
Huge Gojira-sized thanks to you and OTR!
I have several uses for this little trick instantly.
EDIT:- Not only does it work perfectly, not only can you apply new textures to multiple new meshes on a head or other body part but the "several uses" I envisaged has already become an almost limitless array of interesting new plans...
I love this new liberty for my PCs that frees them from the horrors of trying to map ten 512x512 textures into one freakishly lumpy plt which, as you can imagine, does not work.
Many thanks again!
Modifié par PLUSH HYENA of DOOM, 22 décembre 2013 - 04:30 .
#71
Posté 22 décembre 2013 - 05:43
As a side note, the curling horns to match my icon sound pretty awesome. Can't wait to see that!
Modifié par Jenna WSI, 22 décembre 2013 - 05:46 .
#72
Posté 22 décembre 2013 - 10:10
Learned it takes a lot of blanket to hide a large pheno half orc, and I still have a lot to learn about applying textures.
A TIN01 version I've cobbled together.
neverwintervault.org/sites/neverwintervault.org/files/u1173/tin01_blanket1222a.jpg
#73
Posté 22 décembre 2013 - 02:42
@ Jenna: I have always assumed you meant these:

which Carcerian made for the 2012 July CCC: PC Customization

If you mean something else, email me the head and I'll whip it up tomorrow.
@ CalSailX: Looking good to me! Perhaps make a separate half-orc variation (as well as "medium" & "small")?
<...for assuming>
Modifié par Rolo Kipp, 22 décembre 2013 - 02:43 .
#75
Posté 22 décembre 2013 - 11:04

By the same artist as in the picture Rolo posted. In fact I would suggest that it might be a good idea to look through their gallery on deviantArt for further inspiration.
TR





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