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Request: Holt's Helm


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16 réponses à ce sujet

#1
GIANTSWORD

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Hey guys,

 

First off, is this possible?  If so, is anyone up for it?

 

I'm looking for a helmet that has a torch mounted to the top of it.  Dangerously hilarious, only the most stalwart of Dwarves and Gnomes would consider donning this helm.  

 

If this is possible, would it have all the cool warm ambient light that a torch gives off?  

 

Below is something I whipped up in Photoshop for an example.

 

346qikk.jpg

 

Thanks for looking guys, and I hope someone can make this beautiful helmet.


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#2
rjshae

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Looks like a thick-headed dwarf's idea of a head lamp. Useful for spelunking, plus it helps counterbalance the weight of the beard for quick head turns.


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#3
Pstemarie

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Made a quick model - combining the dwarf head with a torch. The emitters being part of the part-based model crash the toolset - and I imagine ingame it would crash as well. Thus it's not possible as a conventional model. It would have to be implemented as a head-aligned vfx that gets attached to the head node when the helm is equipped. 

 

*shouts for Rolo or Cestus*


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#4
GIANTSWORD

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Thanks Pstemarie,  I really appreciate you giving it a shot!  

 

I keep my fingers crossed your shouts are heard and this glorious helm comes to fruition.  :)



#5
Tarot Redhand

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So that's what a dwarven hot-head looks like  :) .

 

TR


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#6
Sheldomar

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I made a quick proof of concept by turning the top of the torch model into a head-aligned vfx that can be applied OnEquip. I'm still not able to link images here for some reason, but it seems to work fine in-game.


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#7
GIANTSWORD

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Sheldomar, All right!!

 

Thank you for doing this, I cannot wait to try it out.  Got a link?  :)

 

EDIT: for image posting I use tinypic, just upload to it and paste the link using the forum image feature.



#8
Sheldomar

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I'm still waiting for approval from the new vault admins for my account there. Believe me, I've tried everything to link pictures here, but it doesn't work for me. I don't know if there's a minimum post number requirement or what, but it just freezes everything up when I tried to paste a link. I've been making stuff for this game for ten years, and never had so many problems trying to get it out there for people to use...



#9
Sheldomar

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Here's a link to a picture - maybe you can copy/paste it or something [edit - OK I guess the direct link works]

 

http://imgur.com/fSs50tH


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#10
GIANTSWORD

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Awesome!  

 

Looks amazing, great work. I cannot wait to surprise my brother with this!



#11
Sheldomar

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https://www.dropbox....ffects.2da?dl=0

 

https://www.dropbox....dtorch.mdl?dl=0

 

Hopefully these links will work. Just copy the last line from the 2da into whatever version you're currently using and renumber as needed.

 

Well, I guess the 2da isn't linking... You can just copy line 468 from your own version, renumber the line, and rename VFX_DUR_BARD_SONG_SILENT to VFX_HEAD_TORCH then change vdr_bardsong to vfx_headtorch


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#12
GIANTSWORD

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*bows*

 

Givin' it a shot~



#13
GIANTSWORD

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could you paste the script you used to apply the vfx to the helm onequip?

 

Both links worked btw :)



#14
Sheldomar

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In your OnEquip script add

 

int nVFX=(put whatever line number corresponds to the new vfx in your modified 2da here);

 

if (GetTag(oItem)=="YOUR_HELMET_TAG")

 {

   AssignCommand(oItem,ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectVisualEffect(nVFX),oPC)));

 }

 

And in the Unequip script add

 

if (GetTag(oItem)=="YOUR_HELMET_TAG")

 {

  effect eEff=GetFirstEffect(oPC);

  while (GetIsEffectValid(eEff))

   {

    if (GetEffectCreator(eEff)==oItem)

     {

      RemoveEffect(oPC,eEff);

      return;

     }

    eEff=GetNextEffect(oPC);

   }

  }


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#15
GIANTSWORD

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It works! and it's gorgeous. My hats off to you sir! No pun intended.

 

It doesn't emit any light though.  Going to test in game to see if there is a difference between torchlight and a sourcelight applied to the gear.

 

If torchlight is unique, would it be possible to have the VFX_HEAD_TORCH emit the same light as a torch?

 

EDIT: Light Bright Yellow is the ticket :)



#16
Sheldomar

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I think you'd be better off adding the light property to the helm itself. It's much easier, and adding lights to dynamic models might be problematic.


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#17
GIANTSWORD

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Yeah, adding the light: yellow is I think the exact same effect.  

 

Thanks again for doing this!  It's wonderful, zany, awesome, and fantastic all at once.


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