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#76
Rolo Kipp

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 <red-faced...>


I got *something* in the can, but I'm not really sure what it is.
It sorta resembles a tutorial, but... well, I lost Max 2013 making it, so it's a pretty valuable chuck of celluloid :-P

Posted Image
If you want to make VFX, check it out.

<...with finger-paint>

Modifié par Rolo Kipp, 23 décembre 2013 - 12:02 .


#77
ShadowM

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Added to tutorial sticky :)

#78
CalSailX

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While I'm on my blanket kick... added a bedroll/sleeping bag vfx to my list.
neverwintervault.org/sites/neverwintervault.org/files/u1173/bedroll_1223a.jpg
Tin01 blanket on single bed.
neverwintervault.org/sites/neverwintervault.org/files/u1173/tin01_blanket1223a.jpg

Still messing about with the model and the texture map, still not quite happy with it yet.

#79
Rolo Kipp

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<frantically...>

@ CalSailX: Looking great! 

Just remember that you, as the artist, will *always* find something to mess about with and be unhappy with :-) You know all those great models I've made that have just wowed everyone?
Er, well, you don't because I never was satisfied with them enough to get them in game :-/
Starting with the Crone, I've tried to set a threshold "good enough... for now" so I can actually get things in game. Just saying I hope you don't putter *too* long with those cozy blankets!

@ Jenna:
Posted Image

=)

<...wrapping presents>

Modifié par Rolo Kipp, 24 décembre 2013 - 04:27 .


#80
henesua

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Those blankets look great. Very useful too with a resting system if we can get the animations to work.

It would be interesting to see how that looks with Vaei's sleeping animation.
Posted Image

Nice horns, Rolo. Some more for the collection.
*greedily rubs hands together*

#81
Rolo Kipp

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<going xtreme...>

Had to get a little extreme for the ef & gm heads... that damned nose! At least it clears his 'stache :-P

Posted Image
Edit: Looks ridiculous, of course, but that's how I'm starting to feel about gnomes :-/



<...on some stubborn heads>

Modifié par Rolo Kipp, 24 décembre 2013 - 05:49 .


#82
henesua

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Top Ten Reasons Why Trent Oster Hates Gnomes

Should we start a list for you , Rolo?  :)

#83
Rolo Kipp

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<muttering...>

Amethyst, in fact, doesn't have gnomes, as NwN defines them. Never has, never will.
OTOH, some of the Fae (which are actually constructs of magical nature akin to Homonculi & Gynoculi), quite resemble germanic gnomes. They are not, however a playable race except at dm level.

But if you'd like to start a list, yeah, the male's nose give me fits :-P

<...and mumbling>

#84
Mecheon

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I kind of like gnomes in a pure mythological sense, and in a 4E sense. The 4E comic (Which you should read if you can find it, it was good and it was a crime that more people didn't) pretty much portrayed gnomes as the unlucky guys stuck in the middle of the Feywild and just trying to survive, while the Formori and the Eladrin (High Elves) waged war uncaring about them

4E did try to differentiate them from Halflings a lot and I think it suceeded by making their thing being fey

On the other hand, yeah. Model kinda sucks

#85
CalSailX

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henesua wrote...

Those blankets look great. Very useful too with a resting system if we can get the animations to work.

It would be interesting to see how that looks with Vaei's sleeping animation.


@henesua  I think it could look good, but for at least one issue with Vaei's Sweet Dreams animation. In that it drops the body at a 45 degree angle to the right of the Aurora Base center line. I suppose it would be possible to apply the vfx to a null human that has cutsceen ghost to correct the facing. Not my animation or I'd alter it to drop the body at 12 o'clock to the model base or at least closer to such.

 On my todo list is generating a few new dead front animations to use for the sleepers in my module. Already have them using a few different sitting animations by selecting from different phenotypes. Sitting animations themselfs are from Failed Bard they are in the CCC July 2012. 

@Rolo - I hear ya... I'll try to have something for you to look at in your in-box before New Year. The "good enough... for now" bar is one I sometimes have a hard time clearing. I got into working on CC to fix models for my own use.
 However because of restictions that some authors and other factions added I never bothered to push the repairs,and fixes up the chain. Far too many models that will never see the light of day, and at least one module who's content was so tainted by it's hak file that it never will be released sits on an old hard drive I'll never fire up again.

 The files I'll give to Rolo, may not work for everyone, and when they don't folks I expect you to alter them as you will to fit your needs. It's a simple model just doing something that I needed to see in game, hope you'll find it as useful in your own module.

Modifié par CalSailX, 25 décembre 2013 - 01:03 .


#86
Rolo Kipp

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<slipping a little sumthin-sumthin...>

I've put up a (*very*) pre-release package of the models we've been working on, primarily so a couple people could start doing things with the models.
It's incomplete, rough and your mileage *will* vary :-).

Edit: There *may* be an easter egg or two in the demo hak...

<...out the side door>

Modifié par Rolo Kipp, 26 décembre 2013 - 06:59 .


#87
Tarot Redhand

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@Rolo if I just want the stuff to use, do I just need the demo-hak or all the rest?

3 firmish suggestions before I forget them. Stetson, Poncho (although maybe a robe is better?), and Sombrero. Possibly Darth Vader's helmet (probably better as a helmet though)

TR

#88
Rolo Kipp

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<considering...>

This pre-release contains all of the currently listed models and textures in the demo hak/mod. So you can use them all with the demo hak.

Eventually, the demo will be updated at major version numbers, but new content will be available individually (models, textures & 2DA rows for insertion into the master visualeffects.2da) as they become available.

Not only does this give us a greater degree of flexibility in what we want in our haks, it also lets us see what is popular :-)

Edit: I think the poncho would be better as a robe and the fully enclosed helmet as a helmet :-)

<...all the options>

Modifié par Rolo Kipp, 27 décembre 2013 - 03:40 .


#89
henesua

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We could really use 2x2 (64x64 px) icons for these... I've made a couple, and will post when I have time. But I don't have a good one for the veil, and haven't found any images to work with that are decent.

#90
Jenna WSI

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My horns! Thanks so much, loving all the content everyone.

#91
henesua

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I made some icons (64x64 px) and drop models for the masks and uploaded them to Rolo's VFX Project. They are mediocre quality because the talented folks in the community haven't stepped up, but they'll do if you need em.

#92
Shadooow

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great work so far, some more ideas:
- a ninja-turle's headscarf style (http://static.comicv...a-turtles-5.jpg)
- diablo style circlets (http://classic.battl.../circlets.shtml)
- miss contest style headband (meaning not around whole head just a forehead style if you know what i mean (something like this: http://media.novinky...inal1-07lbu.jpg //though this is quite ugly one :))

forgive me use of an iproper words, I don't even know how to name these things in my native language :whistle:

#93
meaglyn

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ShaDoOoW wrote...

- miss contest style headband (meaning not around whole head just a forehead style if you know what i mean (something like this: http://media.novinky...inal1-07lbu.jpg //though this is quite ugly one :))

forgive me use of an iproper words, I don't even know how to name these things in my native language :whistle:


"tiara"

#94
Rolo Kipp

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<inviting...>

Among the CCC VFX we'll be including are Cestus' torcs and Ki Stone diadems, which are similar to some of those Diablo circlets. Of course, there's always room for more and finer variations, aren't there? ;-)

Posted Image

<...suggestions>

#95
Rolo Kipp

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<checking...>

Added support for The Amethyst Dragon's Quivers & Arrows (visualeffects.2da update only).
Tarot's MicroMaps are next.

<...another one off his list>

#96
Master Jax

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Are you including the Arbor Falls content, Rolo? I believe LoW was ok with it being shared, right? He had some great helmets in there... Also, is this working out of a unified visualeffects.2da hub that could work as an override, or does it use additional .2da's? I always dreamed of having a visual effects repository that was pretty much plug and play, by way of conversation, which I could easily include into my main crafting one, along with Acadia's Complete Clothing options and Character Customizer. Imagine!

#97
Rolo Kipp

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<hearing trees...>

Good suggestion. I'll add Arbor Falls VFX. LoW definitely gave permission.

This project is planned to be a bit more than an override, as all the baseitem types are going to be set up with onAquire and onEquip VFX through a scripted system. In addition, I'm creating a "phenofx.2da" that will be a sorted index into pheno-based VFX (head & torso aligned).
This will make finding and applying pheno VFX both more flexible and robust, as it will not matter where in the visualeffects.2da they fall. All that will matter is that the VFX are listed in race/gender order.

The CVP *is* meant to gather all the open VFX together into a unified hak, but discrete projects, such as TAD's Quivers, will remain discrete, so the original author maintains control. The Quivers are an excellent example, btw. TAD lists his VFX in a completely different order than I use (I use the race*2+gender). But that doesn't matter for the CVP because the master visualeffects.2da puts them in scripted order and the phenofx.2da will locate them. Add the vfx_quivers.hak and put the CVP hak above it and TAD's beautiful quivers work like a charm :-)

For projects that have been abandoned or that I create/modify/accept, the assets will be rolled into the CVP hak.

<...fall>

#98
Rolo Kipp

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<checking...>

Visualeffects.2da v0.3 now supports Tarot Redhand's Micro Maps properly. These are optional VFX like the Quivers & Arrows, and require the Micro Maps hak added below the cvp hak to use.

Next up is to extract all pheno VFX from the 2010 CCCs, then the newer ones. Then any other VFX from the CCC.
These assets will be rolled into the CVP, and will not require any other hak.

<...another one off his list>

Modifié par Rolo Kipp, 30 décembre 2013 - 03:48 .


#99
3RavensMore

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Rolo, begging you're assistance again. When this project is in a more or less completed state, will you be including docs to implement it?

#100
Rolo Kipp

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<grinning...>

Oh, I don't know *tries to look forbidding*
That's a lot of work, documentation is. <*raven eye-roll*>
I'll probably order... <beg>
...my PDF minion... <master, more like>
...to bash something together :-) *swipes at Bother* <hah!>

My intention for the inventory vfx is to provide an erf with the onAcquire/Equip scripts that just work. Put a backpack in your inventory and it appears on your back (oldest one). Acquire a sheath, it appears by your side. Unequip a sword, it is put in the sheath container in inventory and the hilt vfx is added to the sheath vfx. Equip it and it moves to your hand, and the hilt vfx is removed.

To do this will require a variable on the item with the baseitem name. That name will attempt to look up a phenofx. If it exists, it is used. If not, no skin off our noses. 
Edit: The key here is you do *not* use direct row indexes into visualeffects.2da, you provide a string sBaseItemName and object oTarget to the ApplyPhenoVFX function. This does mean giving masks and hats their own baseitems, btw.
Edit 2: You will also be able to apply other VFX by *name* rather than knowing their index. This system will be an extension to the default Bioware system that requires the VFX index. Those VFX functions will be unchanged. (Old scripts will work, provided they still reference the correct index - all VFX below 1000 are unaltered)

Once the system is in the mod, new VFX can be added (or even (*gasp*!) taken away) without the builder having to merge/modify or tweak things.

Some sort of documentation detailing installation and setup is mando, and I'd like a nice visual catalog of VFX, to boot ;-)

We'll see...

<...like a cheshire cat>

Modifié par Rolo Kipp, 30 décembre 2013 - 05:10 .