I guess the original vfx were set up for the old human female heads, which were not placed properly. I think we actually still have a few that are misplaced, but I long ago forgot how to fix it.
Community VFX Project
#126
Posté 25 mai 2014 - 06:17
#127
Posté 25 mai 2014 - 11:34
<polishing a little...>
Ok, finally got around to finishing the phenos for the Elven KiStones (another 60 models)
Diamond, KiStone of the Soul

Ruby, KiStone of Fire

Sapphire, KiStone of Air

Emerald, KiStone of Water

Topaz, KiStone of Earth

And, of course, my favorite...
Amethyst, KiStone of the Mind

<...bling for his friends>
- Proleric, Estelindis, OldTimeRadio et 3 autres aiment ceci
#128
Posté 26 mai 2014 - 01:12
<putting everything...>
Updated project page with v0.5 Demo mod and hak and with separate source files.
Mod will require The Amethyst Dragon's vfx_quivers.hak to demonstrate dependencies (used in one place in the Lobby).
Phenovfx.2da is collated and working as I envisioned it. However, the core phenovfx engine is not finished yet, hence the sub-one version.
Also, there are several projects left to include before initial v1.0 release (not least, all the yummy CCC stuff!).
But there are quite a few nice little goodies in there :-)
Knock yourselves out!
Edit: I particularly enjoy strolling through the Hall of Familiars with Bother on my shoulder ;-)
<...within arm's reach>
- cervantes35, OldTimeRadio, henesua et 1 autre aiment ceci
#129
Posté 26 mai 2014 - 03:57
#130
Posté 26 mai 2014 - 04:01
Rolo, those look amazing! ![]()
- Zwerkules aime ceci
#131
Posté 27 mai 2014 - 12:18
Truly great work! will these be useable as a helm item?
#132
Posté 27 mai 2014 - 05:10
Truly great work! will these be useable as a helm item?
Not unless you script them. They are VFX, not helmet models because of how the latter work, which is, by actually replacing the head with the helmet model.
#133
Posté 27 mai 2014 - 06:10
Sorry I should have been clear in what I was asking. Is it possible to script this VFX to show up when putting a helm Item in the inventory slot, with out the helm Item replacing the head? I know the quiver VFX can show up on the PC during the on equip event, which is why I ask.
#134
Posté 27 mai 2014 - 06:48
Thanks again for this excellent work.
#135
Posté 27 mai 2014 - 07:03
Tom Banjo made the original VFX and animation for the social phenotype in Q. The two are required to go together because the animation doesn't play nicely with holdables.
#136
Posté 29 mai 2014 - 06:01
Sorry I should have been clear in what I was asking. Is it possible to script this VFX to show up when putting a helm Item in the inventory slot, with out the helm Item replacing the head? I know the quiver VFX can show up on the PC during the on equip event, which is why I ask.
Yes, but requires to be scripted in. TAD does this for some of his head aligned VFX's on the Aenea PW. When the item is equipped, the on-equip event checks the tag of the item. If it's the "vfx" item, it unequips the helm, and applies the VFX. 'Equip' the helmet item again, and it undoes the VFX. On Aenea, AD also made it so that once you had a VFX applied, you could not wear a different helmet over top of the VFX.
Rolo did something similar with the initial ki-stone release for the CCC if I remember right, although his ki-stones were tied to custom "belt" items I think, or may have been amulets (new custom base item for the CCC release, but you could do the same with regular equip items and tag based scripting. With those, the on-equip/unequip events would check the tag as well, but would not remove the item out of the equip slot (not needed as belts or amulets don't change any of the PC part models).
#137
Posté 29 mai 2014 - 12:41
<belting...>
@ Manny: Yeah, I put them in the belt slot, the justification being the elven princes (as there were originally elf only) don't wear belt items and the circlets are important enough I wanted them to just work with equip/unequip.
On the other hand, I may produce helmet versions of all the crown vfx at some point (not soon) complete with the "nwncx_openface" node for extra-juicy virusman goodness.
Just not any time soon ;-/
A good beginner conversion project, though :-) seeing all the models are scaled already, you'd just need to position them, rename them and link all the mesh to the openface node =)
Edit: Except for the conversion to using a plt texture... that's a little trickier :-P
<...a few>
#138
Posté 09 juin 2014 - 11:18
I'm just wondering if you can use this method to add fancy collars similar to these that Elizabeth 1st wore?
TR
#139
Posté 09 juin 2014 - 01:30
<rubber...>
Hmmm... depends a lot on how they should align. I'm thinking something like that needs to actually be a neck part, as it will align halfway between torso and head, rather than matching either.
<...necking>
#140
Posté 17 juin 2014 - 10:33
What about this: nwvault.ign.com/View.php?view=Hakpaks.Detail&id=4730 ?
#141
Posté 18 juin 2014 - 12:29
<validating...>
Yup yup.
That's the original inspiration for the impetus behind the CVP.
We are hoping to get all the models done and the scripted system to complete, improve and expand KRS's system (which is really rather limited).
But personally, I have a big, multi-dimensional stove with exponentially more back-burners than front. <he means he'll get to it when he gets to it>
I just said that. <*smirk*>
<...validity>
- cervantes35 aime ceci
#142
Posté 18 juin 2014 - 12:50
I can't wait!
Quick question those models works sightly ok as they have some clipping issues because they have to be adjusted. They need minor adjustment like move that item a little bit to the back, that other a little bit to the left ... as I know nothing (jon snow) about models, is there any tool to just increase/decrease positions of the whole model in a XYZ format?
I know there are tools to rename the models, to change the scale, but never knew if there was something to just move the model.
#143
Posté 18 juin 2014 - 03:09
<searching for the...>
You can edit the position rows in notepad++ but that's working blind.
At the minimum you should grab GMax and the CC Maker's TA_VFX template model. Load the template into GMax, load the model you want to adjust and have at it :-) I made a tutorial (for the HA-VFX, but the principle is the same for Torso-aligned).
Even better, or at least more ambitious, grab Blender and Symetric's Neverblender and dive into the deep end :-)
<...gmax-spot>





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