Author Topic: VFX Questions (grab bag)  (Read 502 times)

Legacy_henesua

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VFX Questions (grab bag)
« on: January 14, 2012, 02:10:22 pm »


                I have a number of Visual Effects questions:

Easy Questions:
(1) Ben Harrison's Wizard Hats were made as a cloak. I can see the advantage in that the player can take them on or off, but it would be nice to have such a thing as a Head Aligned VFX. Is this available anywhere? I can't find it on the vault, but I vaguely recall reading about just this thing showing up.
(1a) Project Q also did Cavalier HAts the same way - cloak model - is it generally accepted that a cloak is the better implementation for hats? Why?

Not so easy questions:
(2) visualeffects.2da is there an explanation online for what each column does? I'm unclear on some of these impact nodes.
(3) In the visualeffects.2da, there are vfx labeled with a "SCENE" prefix and have tiles as their impact node. Can these VFX only be used on these tiles? If so, thats gonna be tedious to take a lookk at these and determine if I want to use them. Anyone have clues to share about some of them?
(4) Likewise there are the cage related visual effects that appear to have a placeable reference as an impact node. How does that work?
               
               

               
            

Legacy_gutwrench66kg

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VFX Questions (grab bag)
« Reply #1 on: January 14, 2012, 02:15:47 pm »


               Personal biased answer to 1a

Head aligned VFX take more script work on the part of the builder, don't get neat descriptions, bonuses, etc...

As a cloak, I can custom color my hat.. So I can wear my fancy red/blue/green/white outfit with silver and gold trim... and have the ability to wear my Black hat with a purple plume held in place by an orange band, which happens to give me +1 to charisma, +1 to saves, and a +5 skill bonus to persuade.
               
               

               
            

Legacy_Pstemarie

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VFX Questions (grab bag)
« Reply #2 on: January 14, 2012, 02:17:49 pm »


               2) Imp_Impact_Node is the vfx model played on the impact node of the target. If no impact node existes on the target then the center of the aurorabase is used.

Imp_HeadCon_Node is the vfx model played on the headconjure node of the casting model. If no headconjure node existes on the caster then the center of the aurorabase is used.

Imp_Root_X_Node
is the vfx model played on the root node, the height is determined by creature size, which is the 3rd parameter in this column, S, M, L, H, etc…

3) I believe the SCENE vfx are the tile vfx used with Tile Magic.

4) The "cage" placeable model appears on the target. If I remember right you have to fire all the cage VFX to surround the target in a "cage".

Here is a link to the DLA 2da Reference Sheets...
               
               

               


                     Modifié par Pstemarie, 14 janvier 2012 - 02:29 .
                     
                  


            

Legacy_henesua

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VFX Questions (grab bag)
« Reply #3 on: January 14, 2012, 03:17:05 pm »


                Thanks. Useful information. I have yet to dig into tile magic. It is time that I did.

I posted that 2da reference publically through google docs in case others want to view online. But it doesn't display properly there. Any hints on how to get google docs to display the thing would be appreciated. -- Err... nevermind, I found the tabs at the bottom. Its working out well.
               
               

               


                     Modifié par henesua, 14 janvier 2012 - 03:20 .
                     
                  


            

Legacy_The Amethyst Dragon

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VFX Questions (grab bag)
« Reply #4 on: January 14, 2012, 03:22:23 pm »


               

(1) Ben Harrison's Wizard Hats were made as a cloak. I can see the advantage in that the player can take them on or off, but it would be nice to have such a thing as a Head Aligned VFX. Is this available anywhere? I can't find it on the vault, but I vaguely recall reading about just this thing showing up.

This sort of thing has shown up.  I converted that hat to a head VFX for my PW.  I just haven't released them publicly.

(1a) Project Q also did Cavalier HAts the same way - cloak model - is it generally accepted that a cloak is the better implementation for hats? Why?

For each hat VFX, a new model (and line in visualeffects.2da) is needed, and each hat needs a new model for each PC race (except half-elves, which use the human ones) and gender.  12 models per hat.  Then you need to make a whole new model for each color you want, since you can't alter a visual effect's colors in-game like you can a cloak.  I also converted the cavalier hats to VFX for my PW.

Also, if you want to be able to change the color of specific parts of the hats, that's more models (another full set of 12 per color).  For the wizard hats, I have separate VFXs for the main part of the hat and the band around it.  For the cavalier hats, the hat is one VFX, the feather is another.

It adds up to a lot of models and 2da lines.  Nowhere near as easy to implement as adding a cloak or two, which do not require custom scripting.

(2) visualeffects.2da is there an explanation online for what each column does? I'm unclear on some of these impact nodes.

Answered above.

(3) In the visualeffects.2da, there are vfx labeled with a "SCENE" prefix and have tiles as their impact node. Can these VFX only be used on these tiles? If so, thats gonna be tedious to take a lookk at these and determine if I want to use them. Anyone have clues to share about some of them?

The "scene" visual effects use the tile model as a visual effects model.  By applying these to a plain, flat area, you can use them to fake tileset features.  If you do a search for TileMagic, you should find ways to use these for things like filling a room with a few feet of water, making a pit in the underdark full of lava, or even making other types of tile features appear out of nowhere.  Visual effects don't use the tile's walkmesh, so you can wade right through such water or lava (or tree, or whatever).

Visual effects can be any type of model.  Those "scene" ones just happen to use existing tile models.

(4) Likewise there are the cage related visual effects that appear to have a placeable reference as an impact node. How does that work?

Same way as the "scene" VFXs.  It's just using a placeable model as a VFX.  You can apply it at a location or on a creature.  If on a creature, the cage would move with that being.  If applied to a location, it would sit still.  But...it wouldn't block movement, so you'd need some other way to hold a "caged" creature in place.
               
               

               
            

Legacy_wyldhunt1

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VFX Questions (grab bag)
« Reply #5 on: January 14, 2012, 05:40:24 pm »


               I've never experimented with vfx stuff, but I've read that vfx isn't affected by fog.
So, if someone is wearing a vfx hat in a foggy area it'll appear to be a floating hat moving across the screen if anyone else sees them from a distance. The wearer fades in the fog. The vfx does not.
Tilemagic has a similar problem. Tilemagic water never fades in to the fog.
At least, that's what I've read.
               
               

               
            

Legacy_The Amethyst Dragon

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VFX Questions (grab bag)
« Reply #6 on: January 14, 2012, 07:30:15 pm »


               

wyldhunt1 wrote...

I've never experimented with vfx stuff, but I've read that vfx isn't affected by fog.
So, if someone is wearing a vfx hat in a foggy area it'll appear to be a floating hat moving across the screen if anyone else sees them from a distance. The wearer fades in the fog. The vfx does not.
Tilemagic has a similar problem. Tilemagic water never fades in to the fog.
At least, that's what I've read.

Yup, that is a problem with using VFXs.  Just another reason I push fog waaay back in most of my PW's areas (300 meters, unless the weather system calls up foggy weather).