virusman wrote...
So what kind of ideas do you have about these VFX and what would you want to see first?
You never cease to amaze me, VirusMan! Please excuse my wordy responses (and horning-in on Alex's request), I have no idea how much CC you do so I included what I hope is some helpful information, if you need it.
Beam (600 series ProfFX) have my vote for first to be investigated. To be able to make new beams would be insanely cool. The unique thing about beams is that they connect two different models on the fly. Each beam has it's own model (vim_*.mdl) and I think NWN replaces the ref_node (fx_ref) in the beam model with the target models' impact node. Does that make any sense to you? Most if not all beams are actually lightning emitter types which (I believe) basically broadcast lightning from the player to the target. I should have taken better notes. I never thought anyone would go after the ProgFX functions!
Texture Replace (1000 series ProgFX) would be my second choice. Also very cool. The way I think this works is a bit more limited because it applies the texture to the entire model but it would still be very nice. If there were some way to configure which parts of the model for the texture to be applied to that would be incredible but I think that might not be possible. I think if you can get this working, and if the creature's model used a single texture for all its pieces, you could maybe switch the entire texture of the creature. Which means you could make variations of the creature's appearance without needing a new model. (!) If that worked like I think, that could be a big deal.
MIRV (900 series) would be my third choice, but not a big deal.
virusman wrote...
I'm not sure if this will work if you just change the model name.
I don't know how to express myself because I haven't had much time to mod NWN in about two months, but I don't think that will work. There's a similar issue with beams. Basically, sometimes the wrong (color, for instance) MIRV or beam displays. Anyway, the MIRV seems to be a hardcoded and slightly tweaked version of the "burst" projtype. It's possible to fake something that
almost looks just like a magic missile MIRV by
"overcasting".
I don't know how much custom content you do, VirusMan but this post of mine might help or give an idea or two:
"Monster" nodes on a player, ProjType demo moduleI also have to say, if you're right about ProgFX 100 series, you just made my day. I had noticed vdu_envmap%03u in a string dump from NWMain but since the next series of strings are from the 1000 series (starting with vdu_tex_stone, ProgFX 1010), I always assumed the proper ProgFX was 1000, not 100! If that works, being able to change environment maps like that would almost be as cool as the Texture Replace functionality! Aside from shiny stuff, I think the possibilities for tinting via environment maps is promising:
HowTo: Recolor a texture conventionally or with an envmap for an "infinite" recolorThank you for doing so much to help expand the game!
Modifié par OldTimeRadio, 06 juin 2012 - 09:48 .