I am embarked on a quest to create a set of fine smoke-ables, and I've nearly completed my proof of concept. I decided to bring my trial cigarillo into the engine as a flute. Is there any way to attach one of the existing smoke vfxs to it?
How might I attach a smoke vxf to a flute?
#1
Posté 29 juillet 2015 - 06:57
#2
Posté 29 juillet 2015 - 11:01
You can attach a visual effect directly to the item blueprint via its SEF (special effect file) slot.
Existing smoke effects are probably too big for what you want them for, so you'd almost certainly have to create a new visual effect via the Visual Effects Editor in the toolset.
#3
Posté 29 juillet 2015 - 11:51
I whipped up this thin column of smoke emitted from the flute in the human's hand. May be difficult to see well on the video. It's not coming out of the right place on the flute, but the flute isn't the right size anyway.
#4
Posté 30 juillet 2015 - 12:29
If you offset the origin of the VFX you *might* get it to be emitted where you want it. I say *might* because not all mesh nodes cooperate with offsets - some ignore them completely, and others ignore your values and offset directions and do as they please.
#5
Posté 30 juillet 2015 - 03:15
Thanks guys! And yeah, that column of smoke there is really neat. I'll give it a shot
#7
Posté 30 juillet 2015 - 04:24
Thanks Tchos! I think I'm going have to do this as something other than a flute. I forgot about the walk animation. I'll just do them as spoons.

- rjshae aime ceci
#8
Posté 30 juillet 2015 - 05:01

#9
Posté 30 juillet 2015 - 05:17
Looks good. And if you want it to be thicker or to disperse more at the end, just play with the start/end size values in the Effect Editor for the PFX file (very small increases), and/or increase the half-angle value a little for more randomness in the particles. I made it more cigarette than cigar.
- Rekov aime ceci
#10
Posté 30 juillet 2015 - 07:37
Looks good. And if you want it to be thicker or to disperse more at the end, just play with the start/end size values in the Effect Editor for the PFX file (very small increases), and/or increase the half-angle value a little for more randomness in the particles. I made it more cigarette than cigar.
I'll certainly be playing around with it. I've got two models done right now, a leaf wrapped cigarillo and a dinner length cigarette holder. Gonna do a proper cigar and a hand rolled cigarette next.
#11
Posté 30 juillet 2015 - 11:38
A pipe model that sticks from the corner of the mouth at a jaunty angle would also be useful. The model could be applied to the mouth node of NPCs as a visual effect (along with the smoke trail), much like my Handy VFX apply models to the hand nodes. You could even include the occasional puff of smoke from the mouth, like my Visual Breath Effects.
#12
Posté 30 juillet 2015 - 11:45
I second the request for a pipe.
#13
Posté 01 août 2015 - 08:11
The pipe is coming along. I've got the normal map and the model done. I just need to finish the diffuse shader and it'll be good to.
Making the models is the stuff I'm good at. The animations, and getting these to work within NWN2 specifically is what's a little harder for me. If anyone is interested in working with me on a nice package to equip these as animations or whatever, I'd be down.

#14
Posté 01 août 2015 - 08:51
I have not yet investigated the specific methods of animating NWN2 models.
#15
Posté 01 août 2015 - 09:42
Well here's the finished pipe, along with a cigarette holder I made earlier. They're not to scale in this screenshot. I blew them up so the details stand out. If anyone has any ideas about the best way to make them useful in a PW, I'm all ears. Otherwise, I'm just going to position them like that cigarette and bring them in as spoons.

#16
Posté 01 août 2015 - 11:30
Well here's the finished pipe, along with a cigarette holder I made earlier. They're not to scale in this screenshot. I blew them up so the details stand out. If anyone has any ideas about the best way to make them useful in a PW, I'm all ears. Otherwise, I'm just going to position them like that cigarette and bring them in as flutes.

#17
Posté 01 août 2015 - 11:31
Well here's the finished pipe, along with a cigarette holder I made earlier. They're not to scale in this screenshot. I blew them up so the details stand out. If anyone has any ideas about the best way to make them useful in a PW, I'm all ears.
Cigarette holder = blowgun?
#18
Posté 01 août 2015 - 02:21
I don't know much about PWs, but as usable props I think they're fine as spoons. They would be no easier or harder to script or animate that way.
I thought of that "This is not a pipe" art, too. ![]()
#19
Posté 01 août 2015 - 02:25
Yeah, spoons are gonna be fine I think. The only thing that's sort of weirding me out is that I can't tell what the smoke VFX is hooking on. It's not coming from the origin point of the model, and there aren't any hook points on spoons.





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