Author Topic: Community VFX Project  (Read 3915 times)

Legacy_henesua

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« Reply #90 on: December 28, 2013, 04:16:17 am »


               I made some icons (64x64 px) and drop models for the masks and uploaded them to Rolo's VFX Project. They are mediocre quality because the talented folks in the community haven't stepped up, but they'll do if you need em.
               
               

               
            

Legacy_Shadooow

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« Reply #91 on: December 28, 2013, 06:06:24 am »


               great work so far, some more ideas:
- a ninja-turle's headscarf style (http://static.comicv...a-turtles-5.jpg)
- diablo style circlets (http://classic.battl.../circlets.shtml)
- miss contest style headband (meaning not around whole head just a forehead style if you know what i mean (something like this: http://media.novinky...inal1-07lbu.jpg //though this is quite ugly one '<img'>)

forgive me use of an iproper words, I don't even know how to name these things in my native language ':whistle:'
               
               

               
            

Legacy_meaglyn

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« Reply #92 on: December 28, 2013, 01:38:16 pm »


               

ShaDoOoW wrote...

- miss contest style headband (meaning not around whole head just a forehead style if you know what i mean (something like this: http://media.novinky...inal1-07lbu.jpg //though this is quite ugly one '<img'>)

forgive me use of an iproper words, I don't even know how to name these things in my native language ':whistle:'


"tiara"
               
               

               
            

Legacy_Rolo Kipp

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« Reply #93 on: December 28, 2013, 02:00:13 pm »


               <inviting...>

Among the CCC VFX we'll be including are Cestus' torcs and Ki Stone diadems, which are similar to some of those Diablo circlets. Of course, there's always room for more and finer variations, aren't there? ;-)

'Posted

<...suggestions>
               
               

               
            

Legacy_Rolo Kipp

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« Reply #94 on: December 30, 2013, 04:14:14 am »


               <checking...>

Added support for The Amethyst Dragon's Quivers & Arrows (visualeffects.2da update only).
Tarot's MicroMaps are next.

<...another one off his list>
               
               

               
            

Legacy_Master Jax

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« Reply #95 on: December 30, 2013, 06:14:13 am »


               Are you including the Arbor Falls content, Rolo? I believe LoW was ok with it being shared, right? He had some great helmets in there... Also, is this working out of a unified visualeffects.2da hub that could work as an override, or does it use additional .2da's? I always dreamed of having a visual effects repository that was pretty much plug and play, by way of conversation, which I could easily include into my main crafting one, along with Acadia's Complete Clothing options and Character Customizer. Imagine!
               
               

               
            

Legacy_Rolo Kipp

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« Reply #96 on: December 30, 2013, 06:33:48 am »


               <hearing trees...>

Good suggestion. I'll add Arbor Falls VFX. LoW definitely gave permission.

This project is planned to be a bit more than an override, as all the baseitem types are going to be set up with onAquire and onEquip VFX through a scripted system. In addition, I'm creating a "phenofx.2da" that will be a sorted index into pheno-based VFX (head & torso aligned).
This will make finding and applying pheno VFX both more flexible and robust, as it will not matter where in the visualeffects.2da they fall. All that will matter is that the VFX are listed in race/gender order.

The CVP *is* meant to gather all the open VFX together into a unified hak, but discrete projects, such as TAD's Quivers, will remain discrete, so the original author maintains control. The Quivers are an excellent example, btw. TAD lists his VFX in a completely different order than I use (I use the race*2+gender). But that doesn't matter for the CVP because the master visualeffects.2da puts them in scripted order and the phenofx.2da will locate them. Add the vfx_quivers.hak and put the CVP hak above it and TAD's beautiful quivers work like a charm :-)

For projects that have been abandoned or that I create/modify/accept, the assets will be rolled into the CVP hak.

<...fall>
               
               

               
            

Legacy_Rolo Kipp

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« Reply #97 on: December 30, 2013, 03:46:53 pm »


               <checking...>

Visualeffects.2da v0.3 now supports Tarot Redhand's Micro Maps properly. These are optional VFX like the Quivers & Arrows, and require the Micro Maps hak added below the cvp hak to use.

Next up is to extract all pheno VFX from the 2010 CCCs, then the newer ones. Then any other VFX from the CCC.
These assets will be rolled into the CVP, and will not require any other hak.

<...another one off his list>
               
               

               


                     Modifié par Rolo Kipp, 30 décembre 2013 - 03:48 .
                     
                  


            

Legacy_3RavensMore

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« Reply #98 on: December 30, 2013, 04:23:04 pm »


               Rolo, begging you're assistance again.  When this project is in a more or less completed state, will you be including docs to implement it?
               
               

               
            

Legacy_Rolo Kipp

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« Reply #99 on: December 30, 2013, 04:38:51 pm »


               <grinning...>

Oh, I don't know *tries to look forbidding*
That's a lot of work, documentation is. <*raven eye-roll*>
I'll probably order... <beg>
...my PDF minion... <master, more like>
...to bash something together :-) *swipes at Bother* <hah!>

My intention for the inventory vfx is to provide an erf with the onAcquire/Equip scripts that just work. Put a backpack in your inventory and it appears on your back (oldest one). Acquire a sheath, it appears by your side. Unequip a sword, it is put in the sheath container in inventory and the hilt vfx is added to the sheath vfx. Equip it and it moves to your hand, and the hilt vfx is removed.

To do this will require a variable on the item with the baseitem name. That name will attempt to look up a phenofx. If it exists, it is used. If not, no skin off our noses. 
Edit: The key here is you do *not* use direct row indexes into visualeffects.2da, you provide a string sBaseItemName and object oTarget to the ApplyPhenoVFX function. This does mean giving masks and hats their own baseitems, btw.
Edit 2: You will also be able to apply other VFX by *name* rather than knowing their index. This system will be an extension to the default Bioware system that requires the VFX index. Those VFX functions will be unchanged. (Old scripts will work, provided they still reference the correct index - all VFX below 1000 are unaltered)

Once the system is in the mod, new VFX can be added (or even (*gasp*!) taken away) without the builder having to merge/modify or tweak things.

Some sort of documentation detailing installation and setup is mando, and I'd like a nice visual catalog of VFX, to boot ;-)

We'll see...

<...like a cheshire cat>
               
               

               


                     Modifié par Rolo Kipp, 30 décembre 2013 - 05:10 .
                     
                  


            

Legacy_Tarot Redhand

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« Reply #100 on: December 30, 2013, 07:55:22 pm »


               OMG. Making me yellow again? PHOD uses a brick, hmmm... Pass me Mount Rushmore.

TR
               
               

               
            

Legacy_Rolo Kipp

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« Reply #101 on: December 30, 2013, 08:09:24 pm »


               <tries to look all innocent...>

Oh, I didn't name no names :-)
I just whistled and waited to see who volunteered =)
<you did *not* just say that>
Er, yes I did. <later, old man. I gotta start flapping now if I'm gonna clear ground zero>
What? Where are you going? It's only a trout or two...? <*sound of wings beating a hasty retreat*>
Hrmph. Scaredy-bird.

<...as he backs away>
               
               

               
            

Legacy_Tarot Redhand

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« Reply #102 on: December 31, 2013, 01:00:31 am »


               OK. If I decided to do this (and I am currently very busy - latest thing involves 3 haks containing 980 files in total and that's just the haks) I would need something from you to get me started - 2 pictures (resolution unimportant but the bigger the better) for every vfx in the catalogue. ! taken in max and the other being a close-up of it being used in game.

TR
               
               

               


                     Modifié par Tarot Redhand, 31 décembre 2013 - 01:01 .
                     
                  


            

Legacy_-Paganini-

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« Reply #103 on: December 31, 2013, 03:11:04 am »


               I made this with a bit of spare time, I am way too busy to set up every race atm. The basic files are in the dropbox if interested in setting it up. I will do a portrait for it as well and will put it in the same place. I also wanted to set up a specular map but considering transparency is already being used on other masks, it would probably not work out.
'Posted
               
               

               


                     Modifié par -Paganini-, 31 décembre 2013 - 03:15 .
                     
                  


            

Legacy_Shadooow

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« Reply #104 on: December 31, 2013, 05:19:04 am »


               hmm such mask could be done perhaps also as a helm with same result?