Author Topic: Community VFX Project  (Read 3914 times)

Legacy_Tarot Redhand

  • Hero Member
  • *****
  • Posts: 4165
  • Karma: +0/-0
Community VFX Project
« Reply #60 on: December 21, 2013, 12:45:17 am »


               Talking of flame effects, how about flames that surround the head especially for skeletons wielding long chains (ala ghost rider). ('^_^')

TR
               
               

               
            

Legacy_KlatchainCoffee

  • Sr. Member
  • ****
  • Posts: 372
  • Karma: +0/-0
Community VFX Project
« Reply #61 on: December 21, 2013, 02:01:07 am »


               [smilie]http://social.bioware.com/images/forum/emoticons/w00t.png[/smilie]


*impressed to the point of speechlessness, takes hat off and makes a deep bow to Rolo*
               
               

               
            

Legacy_Jenna WSI

  • Hero Member
  • *****
  • Posts: 1837
  • Karma: +0/-0
Community VFX Project
« Reply #62 on: December 21, 2013, 02:30:07 am »


               Good work on the halo... I didn't think I would like a halo but I do.
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Community VFX Project
« Reply #63 on: December 21, 2013, 03:15:50 am »


               <with sidelong...>

Thanks, but I think I'll make a very special set of horns, too. Ones that match your avatar ;-) And maybe burning "Hot Pink" hair to boot =)

Not in the next week, however :-/
Too much stuff to do.
So I'll be wrapping up what I've started so far and teaching a fish to fly this week.

<...grin>
               
               

               
            

Legacy_Wall3T

  • Hero Member
  • *****
  • Posts: 748
  • Karma: +0/-0
Community VFX Project
« Reply #64 on: December 21, 2013, 03:19:53 am »


               thanks for clearing it up rolo. when in your time you get the video up ill take a look at it. If i can jump in and help create some content, id be all tickled for it
               
               

               
            

Legacy_PLUSH HYENA of DOOM

  • Hero Member
  • *****
  • Posts: 995
  • Karma: +0/-0
Community VFX Project
« Reply #65 on: December 21, 2013, 05:36:15 am »


               Apologies for this as it's a little off-topic...

Is there ANY way to apply a head-aligned FX to a PC which then remains in place permanently, forevermore, in perpetuity, eternally, even if that PC leaves a Module and goes to other Modules, etc. (Much as wings and tails stay put).
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Community VFX Project
« Reply #66 on: December 21, 2013, 07:20:07 am »


               

PLUSH HYENA of DOOM wrote...

Apologies for this as it's a little off-topic...

Is there ANY way to apply a head-aligned FX to a PC which then remains in place permanently, forevermore, in perpetuity, eternally, even if that PC leaves a Module and goes to other Modules, etc. (Much as wings and tails stay put).


Its possible if you write the modules. These VFX are script applied and script maintained. You can ensure they stay in place.
               
               

               
            

Legacy_PLUSH HYENA of DOOM

  • Hero Member
  • *****
  • Posts: 995
  • Karma: +0/-0
Community VFX Project
« Reply #67 on: December 21, 2013, 08:57:11 am »


               So, would that be a Module "on enter" script to attach them or does a High Mighty Incomprehensible Knowledge scripter such as what you are (and what I'm not) know of a more elegant solution?

Just a pointer - I'm not expecting you to write scripts or anything!

Because a Demoness really shouldn't have to go sticking her horns back on all the time - and combining them into the head model has proven... troublesome so far, with regards texture mapping.
               
               

               


                     Modifié par PLUSH HYENA of DOOM, 21 décembre 2013 - 09:59 .
                     
                  


            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
Community VFX Project
« Reply #68 on: December 21, 2013, 09:59:05 am »


               

PLUSH HYENA of DOOM wrote...
Because a Demoness really shouldn't have to go sticking her horns back on all the time - and combining them into the head model has proven... troublesome so far, with regards texture mapping.

You're obviously not afraid of using haks, so this is actually easier than it sounds, but not via scripting.  You can use the trick OldTimeRadio came up with for adding a second texture to a body part...so you could add the horns to the head model and make use of your VFX horns' existing texture and mapping.

Link: How To: Display a TGA & PLT on the Same Body Part at the Same Time by Old Time Radio

Basically:
1. Make up a dummy .tga file you're willing to "sacrifice".  I usually go 2 pixels x 2 pixels.
2. Open your demoness' head in gmax (or 3ds, whatever).
3. Add your desired horns to the head model.  Make sure it looks good with the "real" texture, then swap in the "sacrificial" texture and save/export.
4. Create/modify a .txi file with the same name as the "sacrificial" texture. The file name (without extension) of the "real" texture goes in here.
5. Add all five files to your hak (head model, existing head plt, sacrificial texture, txi, and real horn texture) and enjoy.
               
               

               
            

Legacy_PLUSH HYENA of DOOM

  • Hero Member
  • *****
  • Posts: 995
  • Karma: +0/-0
Community VFX Project
« Reply #69 on: December 21, 2013, 10:02:58 am »


               Thank you!

I mean, it's not that hitting the 'cast on self' item and activating the horns at the start of every Module was difficult or anything, but this is just so much better.

Huge Gojira-sized thanks to you and OTR!
I have several uses for this little trick instantly.

EDIT:- Not only does it work perfectly, not only can you apply new textures to multiple new meshes on a head or other body part but the "several uses" I envisaged has already become an almost limitless array of interesting new plans...
I love this new liberty for my PCs that frees them from the horrors of trying to map ten 512x512 textures into one freakishly lumpy plt which, as you can imagine, does not work.

Many thanks again!
               
               

               


                     Modifié par PLUSH HYENA of DOOM, 22 décembre 2013 - 04:30 .
                     
                  


            

Legacy_Jenna WSI

  • Hero Member
  • *****
  • Posts: 1837
  • Karma: +0/-0
Community VFX Project
« Reply #70 on: December 22, 2013, 05:43:36 am »


               I have a little request if anyone has time.. to make it into the sinfar update (by the 27th - not my choice!). I've been asking for the horns on the side of the head that curl above the ears horizontally to be made into a vfx. Been trying to get someone to do that for over a year! So many people use that head for the horns to play tieflings or dragon disciples, having it for vfx would see much use. If you need to have the head file I can email it over. '<img'>

As a side note, the curling horns to match my icon sound pretty awesome. Can't wait to see that!
               
               

               


                     Modifié par Jenna WSI, 22 décembre 2013 - 05:46 .
                     
                  


            

Legacy_CalSailX

  • Jr. Member
  • **
  • Posts: 93
  • Karma: +0/-0
Community VFX Project
« Reply #71 on: December 22, 2013, 10:10:40 am »


               Still prodding along with blanket VFX's.
 Learned it takes a lot of blanket to hide a large pheno half orc, and I still have a lot to learn about applying textures.

A TIN01 version I've cobbled together.
neverwintervault.org/sites/neverwintervault.org/files/u1173/tin01_blanket1222a.jpg
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Community VFX Project
« Reply #72 on: December 22, 2013, 02:42:04 pm »


               <kicking himself...>

@ Jenna: I have always assumed you meant these:
'Posted
which Carcerian made for the 2012 July CCC: PC Customization
'Posted

If you mean something else, email me the head and I'll whip it up tomorrow.

@ CalSailX: Looking good to me! Perhaps make a separate half-orc variation (as well as "medium" & "small")?

<...for assuming>
               
               

               


                     Modifié par Rolo Kipp, 22 décembre 2013 - 02:43 .
                     
                  


            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Community VFX Project
« Reply #73 on: December 22, 2013, 06:49:10 pm »


               <scribbling...>

Suggested by Tarot and added to the list; Cravats:
'Posted

<...in elegant calligraphy>
               
               

               


                     Modifié par Rolo Kipp, 22 décembre 2013 - 06:50 .
                     
                  


            

Legacy_Tarot Redhand

  • Hero Member
  • *****
  • Posts: 4165
  • Karma: +0/-0
Community VFX Project
« Reply #74 on: December 22, 2013, 11:04:38 pm »


               Also necklaces and chokers as seen in
'Posted

By the same artist as in the picture Rolo posted. In fact I would suggest that it might be a good idea to look through their gallery on deviantArt for further inspiration.

TR