Author Topic: NWNCX Suggestion - open "hard coded" visual effects to modification/addition  (Read 6678 times)

Legacy_nwnsmith

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               Would the self illumination toggle off the light surrounding pcs in dark areas that you see even when no light source is equipped ?
               
               

               
            

Legacy_OldTimeRadio

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nwnsmith wrote...
Would the self illumination toggle off the light surrounding pcs in dark areas that you see even when no light source is equipped ?

I think what you're talking about is actually controlled in a model called Fx_light_CLR.mdl which is sort of surreptitiously applied to the player's model by the game to give that effect.  Do you have the NWN Omnibus?  If you search for Fx_light_CLR in there it'll bring up two threads, one of which sort of delves a bit more into what's going on there.  See WEPalmer's response.

Now, it might be possible that Virusman could still override such an effect.  But there's a bit of a difference between overriding a numeric value for the light in your situation and sort of trying to cancel out the light caused by a model with an AuroraLight being applied to the player, as I believe is the case.  If you can't grab the NWN Omnibus, here is WEPalmer's response:

Well, the light around the character is caused by a vfx model called fx_light_clr, so if you wanted, you could use NWNExplorer to extract that .mdl file from the data\\models_01.bif as an ascii text file and edit the animation
sequence called Blind_Vision, specifically:

#MAXANIM ASCII
newanim Blind_Vision Fx_light_CLR
length 0.300000012
transtime 0
animroot Fx_light_CLR
node dummy Fx_light_CLR
parent NULL
#part-number 0
endnode
node light AuroraLight02
parent Fx_light_CLR
#part-number 2
colorkey 1 0.300000012 0.15 0.15 0.2
radiuskey 2 0 0 0.300000012 7
endnode
doneanim Blind_Vision Fx_light_CLR

and change the last three values in the colorkey line to make the light as dim as you want. If you change to values to 0.0 0.0 0.0 the player won't even be able to see his own character in the dark, so you might not want to go to that extreme. Then use a text editor to remove the .txt extension from the ascii text file and put the resultant .mdl file into a hak and add the hak to your module.

I tried to clean that up a bit, I might have butchered the ASCII a little.  Still, it'll be a decent guide if you go into the ASCII model on your own.
               
               

               


                     Modifié par OldTimeRadio, 09 juin 2012 - 09:11 .
                     
                  


            

Legacy_virusman

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               I guess Blind_Vision is ProgFX=333
               
               

               


                     Modifié par virusman, 09 juin 2012 - 11:01 .
                     
                  


            

Legacy_nwnsmith

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               Whoa! That was one of the biggest visual benefits for my module with the lowest effort I have ever seen. Truly amazing!
               
               

               
            

Legacy_virusman

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               Beams:
http://data.virusman...nwncx-0.2.2.rar
Copy vfx_beams.2da to your override folder, create a new beam model, add a new line to vfx_beams.2da with this model, add a new effect in visualeffects.2da with ProgFX=600+<line number in vfx_beams.2da>.
               
               

               


                     Modifié par virusman, 12 juin 2012 - 10:46 .
                     
                  


            

Legacy_Alex Warren

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               It crashes the game when I try to use it '<img'>
I've tried both loader and patched exe.
I even reinstalled NWN but it didn't help.
If I run the game with nwncx it crashes right after module load screen.
It works normally without nwncx.
Help?
               
               

               
            

Legacy_virusman

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               Does the previous version work?
Does it crash if you run without nwncx_tweaks.dll?
If you're using the patch, make sure you patch the vanilla version, without camera hacks or other modifications.
               
               

               


                     Modifié par virusman, 13 juin 2012 - 10:08 .
                     
                  


            

Legacy_Alex Warren

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Does the previous version work?

Yes

Does it crash if you run without nwncx_tweaks.dll?

Yes - I only wanted to test nwncx_tweaks so I didn't even istalled other plugins. Later I tested full nwncx, but without nwncx_tweaks - it crashes the game for me.

If you're using the patch, make sure you patch the vanilla version, without camera hacks or other modifications.

I reinstalled my NWN - can it be more vanilla?
               
               

               
            

Legacy_virusman

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               Oops, I packed the development version of nwncx.dll. You can redownload the package now or just replace nwncx.dll with the older version.
Thanks for the info.
               
               

               
            

Legacy_Alex Warren

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               I just tested it - the game didn't crashed this time and loaded normally XD
I was able to add new beam vfx!!!
Thank you!!!
               
               

               
            

Legacy_The Amethyst Dragon

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               Awesome.  Time for some new goodness!
               
               

               
            

Legacy_OldTimeRadio

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               Very cool, very cool Virusman!

I've only been able to run a few very basic tests but it looks like it's going to work.

To other custom content folks: Have you been able to export a model from NWMax and make a new beam effect yet?  Say, loading in an old beam effect, chaning the color (if it's colored by emitter settings, like vim_disinta.mdl is, I believe) and then save it out and have it work?  I'm choking on that.
               
               

               


                     Modifié par OldTimeRadio, 15 juin 2012 - 04:44 .
                     
                  


            

Legacy_virusman

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               Yes, I've tried that and it works.
nwgmax broke the model on export (I don't know why), so I had to edit the ASCII manually.
               
               

               
            

Legacy_OldTimeRadio

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virusman wrote...
Yes, I've tried that and it works.
nwgmax broke the model on export (I don't know why), so I had to edit the ASCII manually.

Thanks for the confirmation, Virusman.  I'll see if I can track down what the problem/issue is with NWMax.  I did some comparisons last night but I just couldn't seem to put my finger on what it was.  I've run into this problem before (regarding lightning on a placeable) and I'm hoping I can dig up my notes to point me in the right direction.  At the time I just shifted over to 3DSMax 5.1 using the BioWare export scripts, IIRC

BTW, there have been indications over the years that uncompiled VFX can sometimes lead to intermittent crashes.  Sometimes an uncompiled VFX model will consistently crash until it is compiled.  It is advisable to compile all VFX models.

For that sort of thing, I recommend this compiler.  Sometimes this one.

Again, thank you SOOOOOO MUCH for all your hard work and I look forward to any other discoveries/modifications you make!
               
               

               


                     Modifié par OldTimeRadio, 15 juin 2012 - 02:38 .
                     
                  


            

Legacy_virusman

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               Texture Replace customization:
http://data.virusman...nwncx-0.2.3.rar
The principle is the same: add/modify a line in vfx_texreplace.2da, then add new VFX in visualeffects.2da with ProgFX_Duration = 1000+<line id in vfx_texreplace.2da>.
Now you can change textures and environment maps. '<img'>
Looking forward to seeing what you'll make with these features. '<img'>
               
               

               


                     Modifié par virusman, 15 juin 2012 - 04:10 .