Author Topic: Community VFX Project  (Read 3912 times)

Legacy_MannyJabrielle

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« Reply #120 on: May 20, 2014, 04:26:16 am »


               

gimble10.jpg


 


Gimble approves of lute playing VFXs.  Rock On!



               
               

               
            

Legacy_Rolo Kipp

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« Reply #121 on: May 23, 2014, 12:22:58 am »


               

<giving people...>


 


A sneak peek into the structure of the phenovfx.2da:


phenovfx2da_001.png


 


Edit: Note the label convention - Type of effect (F=Familiar, H = Head, T = Torso), Category, Specifics.


 


Usage: The EffectPhenoVFX() function is called with a target creature and the label of the VFX. It will look up the base VFX index, calculate the race/gender offset and create an effect, which it will return.


 


This will be a core function used by the OnAcquire/OnEquip script for the CVP


 


This is what I'm working on this weekend :-P


 


<...ideas>



               
               

               
            

Legacy_Rolo Kipp

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« Reply #122 on: May 23, 2014, 02:14:33 pm »


               

<writing it down...>


 


These phenoVFX are merged:


 



   Spoiler
   


Edit: Question, are the VFX helms, horns and eyes in the Q originally from Ippensheir?

I.e. Who do I attribute them to?

 

Planned for this weekend:

  • Merging Cestus' Torcs 

  • CVP Core functions

  • Developing CVP VFX Museum Demo mod

<...before he forgets... again>



               
               

               
            

Legacy_Rolo Kipp

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« Reply #123 on: May 25, 2014, 03:09:54 pm »


               

<quietly lifting...>


 


Ok, so I'm a little rusty.


It took me more than 3 hours of troubleshooting just to get my InitPhenoVFX script working to the point I could definitely prove you can not apply head- or torso-aligned visual effects to placeables :-P


 


PhenoVFX_001.jpg


The two center objects are creatures. The two outer are placeables. They use the same model, with head and impact nodes.


 


So, the museum will be populated with living, if rather stiff, statues...:-)


 


<...the tinman's oil can>



               
               

               
            

Legacy_Rolo Kipp

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« Reply #124 on: May 25, 2014, 03:22:17 pm »


               

<number five is...>


 


BTW, I discovered, by basing the statue models on the a_ba & a_fa supermodels, that the PC head node, especially for Human Female, is quite different from the NPC head node of the ynpc series (used to create the ha-vfx template, and hence, almost all of the ha-vfx in the CVP).


 


You can see this in the location of the butterfly mask on the female statue in the above pic.


Edit: And here


phenovfx_002.jpg


 


This means I have basically 5 options:


  1. I can support NPC ha-vfx (current models)

  2.    
  3. I can support PC ha-vfx (modifying ha-vfx template and all existing ha-vfx)

  4.    
  5. I can normalize all npc models to PC supermodel head & impact node locations (!!!)

  6.    
  7. I can normalize all PC Supermodels to ynpc series head & impact node locations (!!!)

  8.    
  9. I can quit.

I am leaning toward 2. But it is disheartening... ;-/


 


<...not an option>



               
               

               
            

Legacy_Vincent07

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« Reply #125 on: May 25, 2014, 07:17:44 pm »


               

I guess the original vfx were set up for the old human female heads, which were not placed properly.  I think we actually still have a few that are misplaced, but I long ago forgot how to fix it.



               
               

               
            

Legacy_Rolo Kipp

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« Reply #126 on: May 26, 2014, 12:34:43 am »


               

<polishing a little...>


 


Ok, finally got around to finishing the phenos for the Elven KiStones (another 60 models)


 


Diamond, KiStone of the Soul


KiStone_Diamond_a.jpg


 


Ruby, KiStone of Fire


KiStone_Ruby_a.jpg


 


Sapphire, KiStone of Air


KiStone_Sapphire_a.jpg


 


Emerald, KiStone of Water


KiStone_Emerald_a.jpg


 


Topaz, KiStone of Earth


KiStone_Topaz_a.jpg


 


And, of course, my favorite...


Amethyst, KiStone of the Mind


KiStone_Amethyst_a.jpg


 


<...bling for his friends> 



               
               

               
            

Legacy_Rolo Kipp

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« Reply #127 on: May 26, 2014, 02:12:50 am »


               

<putting everything...>


 


Updated project page with v0.5 Demo mod and hak and with separate source files.


Mod will require The Amethyst Dragon's vfx_quivers.hak to demonstrate dependencies (used in one place in the Lobby).


 


Phenovfx.2da is collated and working as I envisioned it. However, the core phenovfx engine is not finished yet, hence the sub-one version. 


Also, there are several projects left to include before initial v1.0 release (not least, all the yummy CCC stuff!).


 


But there are quite a few nice little goodies in there :-)


Knock yourselves out!


Edit: I particularly enjoy strolling through the Hall of Familiars with Bother on my shoulder ;-)


 


<...within arm's reach>



               
               

               
            

Legacy_Tarot Redhand

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« Reply #128 on: May 26, 2014, 04:57:02 pm »


               

Here's a link to another mask I just found on deviantArt.


 


TR



               
               

               
            

Legacy_Estelindis

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« Reply #129 on: May 26, 2014, 05:01:03 pm »


               

Rolo, those look amazing!  '<img'>



               
               

               
            

Legacy_SHOVA

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« Reply #130 on: May 27, 2014, 01:18:53 am »


               

Truly great work! will these be useable as a helm item?



               
               

               
            

Legacy_Jedijax

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« Reply #131 on: May 27, 2014, 06:10:09 am »


               


Truly great work! will these be useable as a helm item?




 


Not unless you script them. They are VFX, not helmet models because of how the latter work, which is, by actually replacing the head with the helmet model.



               
               

               
            

Legacy_SHOVA

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« Reply #132 on: May 27, 2014, 07:10:18 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.



               
               

               
            

Legacy_Proleric

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« Reply #133 on: May 27, 2014, 07:48:38 am »


               Some other (belated) questions on the stunning guitar / banjo / lute effect : in the screenshots, are you using Tuilan's Music Animations to obtain the correct posture? Is there any advantage to using the guitar / lute VFX, rather than Lisa's holdable items (other than one system for all instruments, perhaps)?

Thanks again for this excellent work.
               
               

               
            

Legacy_henesua

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« Reply #134 on: May 27, 2014, 08:03:19 am »


               

Tom Banjo made the original VFX and animation for the social phenotype in Q. The two are required to go together because the animation doesn't play nicely with holdables.