Author Topic: Community VFX Project  (Read 3910 times)

Legacy_MannyJabrielle

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« Reply #135 on: May 29, 2014, 07:01:16 am »


               


Sorry I should have been clear in what  I was asking. Is it possible to script this VFX to show up when putting a helm Item in the inventory slot, with out the helm Item replacing the head? I know the quiver VFX can show up on the PC during the on equip event, which is why I ask.




Yes, but requires to be scripted in.  TAD does this for some of his head aligned VFX's on the Aenea PW.  When the item is equipped, the on-equip event checks the tag of the item.  If it's the "vfx" item, it unequips the helm, and applies the VFX.  'Equip' the helmet item again, and it undoes the VFX.  On Aenea, AD also made it so that once you had a VFX applied, you could not wear a different helmet over top of the VFX.


Rolo did something similar with the initial ki-stone release for the CCC if I remember right, although his ki-stones were tied to custom "belt" items I think, or may have been amulets (new custom base item for the CCC release, but you could do the same with regular equip items and tag based scripting.  With those, the on-equip/unequip events would check the tag as well, but would not remove the item out of the equip slot (not needed as belts or amulets don't change any of the PC part models).


               
               

               
            

Legacy_Rolo Kipp

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« Reply #136 on: May 29, 2014, 01:41:56 pm »


               

<belting...>


 


@ Manny: Yeah, I put them in the belt slot, the justification being the elven princes (as there were originally elf only) don't wear belt items and the circlets are important enough I wanted them to just work with equip/unequip.


 


On the other hand, I may produce helmet versions of all the crown vfx at some point (not soon) complete with the "nwncx_openface" node for extra-juicy virusman goodness.


 


Just not any time soon ;-/


 


A good beginner conversion project, though :-) seeing all the models are scaled already, you'd just need to position them, rename them and link all the mesh to the openface node =)


 


Edit: Except for the conversion to using a plt texture... that's a little trickier :-P


 


<...a few>



               
               

               
            

Legacy_Tarot Redhand

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« Reply #137 on: June 09, 2014, 12:18:48 pm »


               

I'm just wondering if you can use this method to add fancy collars similar to these that Elizabeth 1st wore?


 


TR



               
               

               
            

Legacy_Rolo Kipp

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« Reply #138 on: June 09, 2014, 02:30:52 pm »


               

<rubber...>


 


Hmmm... depends a lot on how they should align. I'm thinking something like that needs to actually be a neck part, as it will align halfway between torso and head, rather than matching either.


 


<...necking>



               
               

               
            

Legacy_Wallack

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« Reply #139 on: June 17, 2014, 11:33:24 pm »


               

What about this: nwvault.ign.com/View.php?view=Hakpaks.Detail&id=4730 ?



               
               

               
            

Legacy_Rolo Kipp

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« Reply #140 on: June 18, 2014, 01:29:44 pm »


               

<validating...>


 


Yup yup.


That's the original inspiration for the impetus behind the CVP.


We are hoping to get all the models done and the scripted system to complete, improve and expand KRS's system (which is really rather limited).


But personally, I have a big, multi-dimensional stove with exponentially more back-burners than front. <he means he'll get to it when he gets to it>


I just said that. <*smirk*>


 


<...validity>



               
               

               
            

Legacy_Wallack

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« Reply #141 on: June 18, 2014, 01:50:59 pm »


               

I can't wait!


 


Quick question those models works sightly ok as they have some clipping issues because they have to be adjusted. They need minor adjustment like move that item a little bit to the back, that other a little bit to the left ... as I know nothing (jon snow) about models, is there any tool to just increase/decrease positions of the whole model in a XYZ format?


 


I know there are tools to rename the models, to change the scale, but never knew if there was something to just move the model.



               
               

               
            

Legacy_Rolo Kipp

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« Reply #142 on: June 18, 2014, 04:09:48 pm »


               

<searching for the...>


 


You can edit the position rows in notepad++ but that's working blind.


 


At the minimum you should grab GMax and the CC Maker's TA_VFX template model. Load the template into GMax, load the model you want to adjust and have at it :-) I made a tutorial (for the HA-VFX, but the principle is the same for Torso-aligned).


 


Even better, or at least more ambitious, grab Blender and Symetric's Neverblender and dive into the deep end :-)


 


<...gmax-spot>