Author Topic: NWNCX Suggestion - open "hard coded" visual effects to modification/addition  (Read 6677 times)

Legacy_The Amethyst Dragon

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               Sweet.
               
               

               
            

Legacy_virusman

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               Btw, I've found the following extra ProjectileTypes in the code that are not configurable directly through 2da, but still there in the code:
BurstUp
LinkedBurstUp
DoubleBallistic
TripleBallistic
               
               

               


                     Modifié par virusman, 15 juin 2012 - 04:53 .
                     
                  


            

Legacy_virusman

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               Unlocked these ProjTypes:
http://data.virusman...nwncx-0.2.4.rar
Demo module:
http://data.virusman...ojType-NWNCX.7z
Video:

               
               

               


                     Modifié par virusman, 15 juin 2012 - 05:43 .
                     
                  


            

Legacy_OldTimeRadio

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               (faints)

(explodes)
               
               

               
            

Legacy_Alex Warren

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               Thank you virusman!!!
               
               

               


                     Modifié par Alex Warren, 16 juin 2012 - 09:15 .
                     
                  


            

Legacy_Builder__Anthony

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               ok wait now triple balistics?so basicly what your sayen is you can make new vfx threw 2da modification?And basicly make any type of vfx?
               
               

               
            

Legacy_The Amethyst Dragon

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               Spreadin' the word about NWNCX updates.  So far I've updated the page an neverwinternights.info, the NWN facebook group, and my PW forum.

I've been experimenting and just added 6 new texture VFX for my PW's haks.  Haven't made any new beams myself yet, but I have a couple in mind for testing.

Thanks, virusman!
               
               

               
            

Legacy_OldTimeRadio

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               This is a simple texture replace demo, "bloodying" a troll's skin.  
'Posted
'Posted
               
               

               


                     Modifié par OldTimeRadio, 16 juin 2012 - 07:12 .
                     
                  


            

Legacy_NWN_baba yaga

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               I just wanted to say thank you virusman:) This is great stuff for us to play with and opens up lots of possibilities to enhance the whole nwn experience in the future;)
               
               

               
            

Legacy_OldTimeRadio

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               'Posted

Edit: Whoops, edited the wrong post and blew away my explanation.  Basically, this is showing the ability to visually change states on a placeable with texture and being able to change the material of the placeable with the envmap switch.  Changing envmap seems to reset texture but I'm not sure if there's any way around that.

'Posted
               
               

               


                     Modifié par OldTimeRadio, 17 juin 2012 - 03:30 .
                     
                  


            

Legacy_virusman

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               It might be possible to disable models for some helmets, retaining the head model and enabling us to script open head VFX on helmet OnEquip.
               
               

               


                     Modifié par virusman, 18 juin 2012 - 03:22 .
                     
                  


            

Legacy_Rolo Kipp

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               <sprays komodo dragon blend with hazelnut...>

Ack! *thud* <i think you've just found a new fan-boy, vm. not that he wasn't before...>

<...all over the table>
               
               

               


                     Modifié par Rolo Kipp, 18 juin 2012 - 07:17 .
                     
                  


            

Legacy_virusman

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               Is it possible to add some dummy node with a specific name to some helmet models?
               
               

               
            

Legacy_virusman

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               Nevermind. '<img'>
Open face helmets:
http://data.virusman...nwncx-0.2.5.rar
Add dummy node named "nwncx_openface" to your model, and the game won't remove the head when you equip the helmet.
I'm still not sure it's the best way, but it seemed better than VFX. Anyway, even if you want to use VFX, you can create an empty model just with that dummy node and apply any kind of VFX in OnEquip script.
As I don't have any suitable helmet models for testing, the current implementation may have some bugs: i.e. disappearing head when re-entering area or logging in with helmet equipped.
               
               

               


                     Modifié par virusman, 19 juin 2012 - 12:42 .
                     
                  


            

Legacy_Rolo Kipp

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               <trying vainly to wipe...>

If no one beats me to it, I'll convert the Ki Stone diadems to open face helms and test it out.
But, i'm waiting on a new HD to arrive first, so it may be a few days...

<...the hard drive blood from his hands>