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Ray Impact in a Placeable


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#1
ia.Pepper

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  So, I decided I really wanted to polish my next project, and I decided to test one of my placeables (I finally got it to be selectable, I made a really silly mistake), and I shot a ray of frost and a negative energy ray at it, and I noticed the end of the ray smashes into the floor, instead of into the center of the placeable which is where it needs to be hitting. I thought it was no big deal, I thought it would be an easy fix! Here I am, on the forums, scratching my head because I can't figure out how NWN handles where rays shoot at on a placeable. I thought I did, and then upon testing, it still smashed straight into the ground. Awee..

 

  If anyone can help me out, it'd be appreciated. :) I am just trying to lift the ray impact point to the center, instead of the bottom, and I am unsure how to go about doing that.  :huh:



#2
Carcerian

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That sounds like impact node isn't were you want it?

 

(If nothing else try to look at how an existing plc works, and either strip it down to base components then link what you want to it, or mimic how its put together.)

 

You can test it with my "Giant Lazer" if you like too  :P

 

1220037987_fullres.jpg

 

You can sort by type, to test beams, fnf, dur, etc...

 

1220159785_fullres.jpg

 

169 VFX Machine (Visual Effect Browser)

 

(PLCs = Fire, Fire 10 Misses (Storm), next, prev, next type, prev type, all 8 plcs use 1 script.)


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#3
MannyJabrielle

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Have you tried looking at the pentagrams and summoning circles scripting package?  It can handle placing beam VFX's at specific angles and such.


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#4
OldTimeRadio

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From memory, there's a node that the beam is looking for on the target.  I think it's the ground node.  Maybe the impact, I can't recall.  If whatever node it's looking for is not present, it defaults to hitting at the model base- which is why you're seeing what you're seeing.  If you have Veltools installed, I know it has a decent placeable creator which creates all the nodes for a placeable.  Now, you don't really need all those nodes but if you're shooting for completeness or just want to get more familiar with the hierarchy/naming it's pretty handy.


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#5
ia.Pepper

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 Thanks everyone! Also, without Veltools, I wouldn't have gotten it! I picked apart multiple placeables and found none of them gave me a hint as to how it worked. I don't know how they work, but I figured out how to make my own work at least with Veltools. Also for some reason, Veltools has stopped working on my 3DS MAX, so I had to load up GMAX just to find the tool.

 

  I will likely be posting in an upcoming thread of what I am working on. I am just working on fixing all the variants currently to work with the new node. By the way OTR, it's the impact node.  :)

 

  That is what I might have said, ohhhh, 4 hours ago? Geez! I am absent-minded! I forgot to post, because I got caught up in other things.

 

  Well, since you nice folks were involved in some way, this is what I was working on:

http://forum.bioware...tals-moongates/



#6
Michael DarkAngel

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If you're using NWMax Plus, when creating your modelbase select "Other" as the classification and make sure you check "Add Standard Helpers". This will give you those nodes as well.

The wording may be slightly different, doing this from memory as I'm not sitting in front of my PC at the moment.

MDA
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