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Custom effects on weapons


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#26
Lance Botelle

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one thing still nags me though: The ITEM_VISUAL_* constants sure appear to use the 'defaultitem' SEF's for definitions, and they get converted to itemproperties .... This might be hard-coded, it might not,


Hi KevL,

That's as far as I got in my own coding, and decided the ones provided did all I needed for the time being anyway. However, it would be interesting if it was possible to work out how to create our own to use.

One thing I had not tried yet (and probably won't, but offer it out there) .... Is it possible to open one of these item effects in the effects editor to see how it has been made (nodes?) and then alter it from there?

This is going a bit outside my normal comfort zone and I lack the knowledge on how effects and models come together.

Cheers,
Lance.

#27
kevL

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yes absolutely.* The special effects editor is perhaps The most underrated tool of the game.

{there's probly a reason for that idk}

/coffee



*copy them out of \Data\*.zip first ...

#28
Serlith_

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The stock file's name, for example, fx_defaultitem_fire.sef

 

The custom file based on it: https://www.dropbox....ewhite.sef?dl=0

Yet, the second one doesn't work. Even when tinkering with the values in the file's Locations tab.
 



#29
kevL

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well... i can get the character's body to catch fire. Either by copying the default SEF and giving it a FirstAttachment, or by defining a new visual in Visualeffects.2da and applying the stock SEF (even w/ ATTACH_INVALID) using ApplyEffectToObject().

but how, or even if it can be attached to char's weapon doesn't seem likely atm

every time i get close, things point back to itemproperty ...

#30
Serlith_

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Yep. That's where I hit a stone wall as well.



#31
kevL

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ok, the conclusion appears to be that we can't create/define custom SEFs as itemproperties (unless replacing one of the stock visuals).

I just want to point out that the method above can be used for, say, artifact-type weapons. That is, if you want a weapon of undead slaying to create red glowing eyes on its wielder, that can be done. Or a weapon that grants damage reduction might put a stoneskin-type SEF on its wielder. etc



It should also be possible to cause an effect to appear on-or-around a weapon by using offsets in the SEF. but i haven't toyed with that at all (and it could look goofy since a dagger is shorter than a greatsword, eg.)