Community VFX Project
#101
Posté 30 décembre 2013 - 07:55
TR
#102
Posté 30 décembre 2013 - 08:09
Oh, I didn't name no names :-)
I just whistled and waited to see who volunteered =)
<you did *not* just say that>
Er, yes I did. <later, old man. I gotta start flapping now if I'm gonna clear ground zero>
What? Where are you going? It's only a trout or two...? <*sound of wings beating a hasty retreat*>
Hrmph. Scaredy-bird.
<...as he backs away>
#103
Posté 31 décembre 2013 - 01:00
TR
Modifié par Tarot Redhand, 31 décembre 2013 - 01:01 .
#104
Posté 31 décembre 2013 - 03:11
Modifié par -Paganini-, 31 décembre 2013 - 03:15 .
- TripleThreeTwo aime ceci
#105
Posté 31 décembre 2013 - 05:19
#106
Posté 31 décembre 2013 - 07:25
#107
Posté 31 décembre 2013 - 08:37
#include "awa_inc_vfx"
#include "x2_inc_switches"
#include "awa_inc_debug"
void main()
{
int nEvent =GetUserDefinedItemEventNumber();
if (!nEvent == X2_ITEM_EVENT_ACTIVATE)
return;
object oTarget = GetItemActivator();
object oItem = GetItemActivated();
location lLocation = GetLocation(oTarget);
AWA_DEBUG("tag_vfx: oTarget = "+GetName(oTarget)+" oItem = "+GetName(oItem));
//stop module from firing on enter of PC
if (!GetIsObjectValid( GetAreaFromLocation( lLocation )))
{
return;
}
int effectNum = GetLocalInt(oItem, "vfx");
//AWA_DEBUG("tag_vfx: effectNum = "+IntToString(effectNum));//6145
string sTag = "vfx_"+IntToString(effectNum);
object oSource = GetObjectByTag(sTag);
int nVFX = effectNum;
if (GetLocalInt(oItem, "racial"))
{
int nRace = GetRacialType(oTarget);
nRace = nRace * 2;
nVFX = effectNum + nRace + GetGender(oTarget);
//AWA_DEBUG("tag_vfx: nVFX = "+IntToString(nVFX));
}
//AWA_DEBUG("tag_vfx: effectNum = "+IntToString(effectNum)+" sTag = "+sTag+" oSource = "+GetName(oSource));
effect eVFX = GetFirstEffect(oTarget);
int nEfxRemoved = FALSE;
while (GetIsEffectValid(eVFX))
{
if (GetEffectType(eVFX)==EFFECT_TYPE_VISUALEFFECT &&
GetEffectSubType(eVFX)==SUBTYPE_SUPERNATURAL &&
GetEffectDurationType(eVFX)==DURATION_TYPE_PERMANENT &&
GetEffectCreator(eVFX) == oSource)
{
// AWA_DEBUG("tag_vfx: right effect found");
SendMessageToPC(oTarget,"Removing VFX");
RemoveEffect(oTarget, eVFX);
nEfxRemoved = TRUE;
return;
}
eVFX = GetNextEffect(oTarget);
}
if (!GetIsEffectValid(eVFX) && nEfxRemoved == FALSE)
{
AWA_DEBUG("tag_vfx: vfx not in use and was not removed");
//AssignCommand(GetObjectByTag(sTag), ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(EffectVisualEffect(effectNum), oTarget)));
AssignCommand(oSource, eEffectsApplyedvfx(oTarget, nVFX));
}
}
6147 VFX_QUIVER_BROWN_DWARF_MALE D 0 **** qvr_brn_dm **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16144 VFX_QUIVER_BROWN_DWARF_FEMALE D 0 **** qvr_brn_df **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16149 VFX_QUIVER_BROWN_ELF_MALE D 0 **** qvr_brn_em **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16150 VFX_QUIVER_BROWN_ELF_FEMALE D 0 **** qvr_brn_ef **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16151 VFX_QUIVER_BROWN_GNOME_MALE D 0 **** qvr_brn_gm **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16152 VFX_QUIVER_BROWN_GNOME_FEMALE D 0 **** qvr_brn_gf **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16153 VFX_QUIVER_BROWN_HALFLING_MALE D 0 **** qvr_brn_fm **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16154 VFX_QUIVER_BROWN_HALFLING_FEMALE D 0 **** qvr_brn_ff **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16155 VFX_QUIVER_BROWN_HUMAN_MALE D 0 **** qvr_brn_hm **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16156 VFX_QUIVER_BROWN_HUMAN_FEMALE D 0 **** qvr_brn_hf **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16157 VFX_QUIVER_BROWN_HALFORC_MALE D 0 **** qvr_brn_om **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16158 VFX_QUIVER_BROWN_HALFORC_FEMALE D 0 **** qvr_brn_of **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16159 VFX_QUIVER_BROWN_HUMAN_MALE D 0 **** qvr_brn_hm **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16160 VFX_QUIVER_BROWN_HUMAN_FEMALE D 0 **** qvr_brn_hf **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16161 VFX_QUIVER_BLACK_DWARF_MALE D 0 **** qvr_blk_dm **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16162 VFX_QUIVER_BLACK_DWARF_FEMALE D 0 **** qvr_blk_df **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16163 VFX_QUIVER_BLACK_ELF_MALE D 0 **** qvr_blk_em **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16164 VFX_QUIVER_BLACK_ELF_FEMALE D 0 **** qvr_blk_ef **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16165 VFX_QUIVER_BLACK_GNOME_MALE D 0 **** qvr_blk_gm **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16166 VFX_QUIVER_BLACK_GNOME_FEMALE D 0 **** qvr_blk_gf **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16167 VFX_QUIVER_BLACK_HALFLING_MALE D 0 **** qvr_blk_fm **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16168 VFX_QUIVER_BLACK_HALFLING_FEMALE D 0 **** qvr_blk_ff **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16169 VFX_QUIVER_BLACK_HUMAN_MALE D 0 **** qvr_blk_hm **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16170 VFX_QUIVER_BLACK_HUMAN_FEMALE D 0 **** qvr_blk_hf **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16171 VFX_QUIVER_BLACK_HALFORC_MALE D 0 **** qvr_blk_om **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16172 VFX_QUIVER_BLACK_HALFORC_FEMALE D 0 **** qvr_blk_of **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16173 VFX_QUIVER_BLACK_HUMAN_MALE D 0 **** qvr_blk_hm **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 16174 VFX_QUIVER_BLACK_HUMAN_FEMALE D 0 **** qvr_blk_hf **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
Modifié par DM_Vecna, 31 décembre 2013 - 08:44 .
#108
Posté 31 décembre 2013 - 09:59
nwvault.ign.com/View.php
#109
Posté 21 janvier 2014 - 11:59
#110
Posté 23 janvier 2014 - 02:44
Modifié par oOKyeOo, 23 janvier 2014 - 02:44 .
#111
Posté 08 février 2014 - 02:57
Any plans to finish the script?
#112
Posté 15 mars 2014 - 01:06
Would it be possible to turn the textures of the gem golemns into a set of VFXs? Certainly would be cool to be able to use that to craft gem golemns of different forms, or even for custom spells that instead of stone skin grant emerald skin.
#113
Posté 26 mars 2014 - 06:49
<bent double...>
@YOFog: Plans? Oh, sure! :-)
I've got *lots* of plans! =)
Might even finish one or two, someday :-P
The CVP is not even in beta, actually. The project as it stands now is barely alpha, basically a placeholder waiting for a much larger pool of resources for the script engine to work with.
Eventually, it will have the resources and complete script engine to automate equipping of equipment and use of usables. And be (relatively) extensible.
@Baishi7: No, sorry. Because of the way CEP organizes their visualeffects.2da, the pheno-vfx don't line up. The resources are compatible, but the 2da would have to be completely redone for CEP. Maybe someone will do that when CVP is more complete. This will be a problem for others that do not use the same race/gender algorithm CVP uses (based on the GetRace and GetGender functions) to calculate the VFX to apply.
@SHoof: Hmmm, interesting idea, but without nodes on the limbs to *attach* the vfx to, I don't see how it can be done. Maybe digging into the progfx column more (the column the engine uses to apply barkskin and other total texture replacements). But that *would* skin over any facial features, etc as well.
Anyway, an interesting thought. I'll let it perk in the background and maybe it'll distill into something when I'm doing something else.
<...under the weight of a billion ancient scrolls>
- OldTimeRadio, henesua et CaveGnome aiment ceci
#114
Posté 27 mars 2014 - 09:40
Just wanted to say thank you very much for keeping this project going. Even though it's alpha, the fact that it exists is pretty important, IMO. This project, this concept, have a lot of promise.
- Rolo Kipp aime ceci
#115
Posté 30 mars 2014 - 02:11
I really want to see this get completed!
#116
Posté 17 mai 2014 - 08:38
I found a minor bug with the star mask; it persists for a few seconds after RemoveEffect, which looks odd when unmasking or swapping masks. It's an issue with the VFX, not my custom code - the other masks work fine. (I was able to reproduce the problem with HGVFX_DUR_HALO_GREEN (CEP) - in that case, the circle of dots vanishes instantly, apart from four, which persist. Might be a clue there.)
Incidentally, is anyone working on inventory icons for the masks?
- Rolo Kipp aime ceci
#117
Posté 17 mai 2014 - 12:12
Seeing as this seems to be slightly dormant, I thought I'd share a link (or two) to inspirational pictures. This first one is of quite a few cat (you were expecting dog?!!!) masks. Then there are some spirit masks. Finally some masquerade masks. I would suggest that if you take a look at these, that you use the "Show More" button as there are some good ones hiding further down each of the three pages.
TR
- Rolo Kipp aime ceci
#118
Posté 17 mai 2014 - 01:49
<busier than a...>
Hope this is the right place to post...
I found a minor bug with the star mask; it persists for a few seconds after RemoveEffect, which looks odd when unmasking or swapping masks. It's an issue with the VFX, not my custom code - the other masks work fine. (I was able to reproduce the problem with HGVFX_DUR_HALO_GREEN (CEP) - in that case, the circle of dots vanishes instantly, apart from four, which persist. Might be a clue there.)
Incidentally, is anyone working on inventory icons for the masks?
Could you post the star bug on the project comments so I don't forget to look into it? I *will* get back to the CVP, but not real soon. :-/
Henesua made some basic icons (found on the project page), but I don't believe anyone else is contributing at the moment.
<...hyperactive, ocd idiot-savant at a major industrial toothpick spill>
- Proleric aime ceci
#119
Posté 19 mai 2014 - 02:17
<playing...>
As a request, and for Q, I've expanded TB's Human Male Banjo TA-VFX to all races and genders. Also added Guitar and Lute.
The models and their associated 2da lines (in CVP format) are available on the CVP page...



Edit: I believe the original model was actually Lisa's, but I could be mistaken...
<...badly>
- Proleric, TripleThreeTwo, henesua et 2 autres aiment ceci
#120
Posté 19 mai 2014 - 02:47
#121
Posté 20 mai 2014 - 03:26

Gimble approves of lute playing VFXs. Rock On!
#122
Posté 22 mai 2014 - 11:22
<giving people...>
A sneak peek into the structure of the phenovfx.2da:

Edit: Note the label convention - Type of effect (F=Familiar, H = Head, T = Torso), Category, Specifics.
Usage: The EffectPhenoVFX() function is called with a target creature and the label of the VFX. It will look up the base VFX index, calculate the race/gender offset and create an effect, which it will return.
This will be a core function used by the OnAcquire/OnEquip script for the CVP
This is what I'm working on this weekend :-P
<...ideas>
- Proleric et Tarot Redhand aiment ceci
#123
Posté 23 mai 2014 - 01:14
<writing it down...>
These phenoVFX are merged:
- Merging Cestus' Torcs
- CVP Core functions
- Developing CVP VFX Museum Demo mod
<...before he forgets... again>
- henesua et 3RavensMore aiment ceci
#124
Posté 25 mai 2014 - 02:09
<quietly lifting...>
Ok, so I'm a little rusty.
It took me more than 3 hours of troubleshooting just to get my InitPhenoVFX script working to the point I could definitely prove you can not apply head- or torso-aligned visual effects to placeables :-P

The two center objects are creatures. The two outer are placeables. They use the same model, with head and impact nodes.
So, the museum will be populated with living, if rather stiff, statues...:-)
<...the tinman's oil can>
- Proleric et henesua aiment ceci
#125
Posté 25 mai 2014 - 02:22
<number five is...>
BTW, I discovered, by basing the statue models on the a_ba & a_fa supermodels, that the PC head node, especially for Human Female, is quite different from the NPC head node of the ynpc series (used to create the ha-vfx template, and hence, almost all of the ha-vfx in the CVP).
You can see this in the location of the butterfly mask on the female statue in the above pic.
Edit: And here

This means I have basically 5 options:
- I can support NPC ha-vfx (current models)
- I can support PC ha-vfx (modifying ha-vfx template and all existing ha-vfx)
- I can normalize all npc models to PC supermodel head & impact node locations (!!!)
- I can normalize all PC Supermodels to ynpc series head & impact node locations (!!!)
- I can quit.
I am leaning toward 2. But it is disheartening... ;-/
<...not an option>





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