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SorceressAshura

The release of VFX 2.0

Well, I've finally released the pack version 2.0. Its hard to believe how far I've gotten with the vfx editor. And its not stopping either. I learn something new about it everyday. I've put an erf, and hak file into the zip. Hopefully it will work without any problems... but I have a sinking feeling it wont... Embarassed

I hope the designers of the NWNVault, approve the ad nathraiben made for me today. They're pretty quick when it comes to new files and such, but ads... usually take awhile.
IskatuMesk

*Does a 360 on a rocket-powered ferret* YES THE TIME HAS COME TO SPREAD MORE INANITY AND CHAOS THAN EVER BEFORE! It's time to electrify all of my power nodes, focus nodes, gateways, and summoning clusters!
SorceressAshura

LOL, rocket powered feret. Thats a new one. Enjoy Iskatu. Let me know what you think.
IskatuMesk

You are really tempting me to start on the Mars Battle Fortress, now. All of these pretty lava effects...

All of the new star rings will most certainly play a crucial role in flushing out the Stormspire even further. This is going to be insane. I can even do the Lolhammer's dimensional map, now. So many effects, so little waking time to map them all! Good thing I have no life!

edit - Oh man, those teleport effects are going to be perfect for the Isadorian personnel transporters. There's just so much awesome stuff, here.
SorceressAshura

Quote:
You are really tempting me to start on the Mars Battle Fortress, now. All of these pretty lava effects...


Hehe, I'm so glad you like them. Those were pretty hard to do. To think about it. I'm not a real "fire" kinda person. My element is water, so I like to stay in that field.

Quote:
So many effects, so little waking time to map them all!


LOL, I know exactly how you feel. And I'm not finished yet. The only think I regret about some of the star rings, is that the "vertical" ones can't be turned/rotated, I have to make seperate pfxs to do that.

Quote:
Oh man, those teleport effects are going to be perfect for the Isadorian personnel transporters.


Those were alot of fun to make. Adding sounds, and flashes of dynamic light. It was a blast to create them. Take note though. The Teleport Out can only really be seen when its attached to a PC, or NPC I've made that vfx attached to the torso. While the Teleport In is attached to an Invalid Object. The reason for this is that... you can use the teleport out on a player, with all the glitz and glamour.. And then, when the player or npc teleports in you can just fire off the teleport in graphic on an invisiable object, while the PC fades in.
IskatuMesk

Yes, all fangled scripting stuff that will take me some time to do :p I can see it being useful for when you trip an alarm in the Mars fortress and a dozen heavily-armed Isadorian warriors teleport in to get rid of you. Fun fun!
IskatuMesk

Don't quote me on this, but I think planarrip just crashed my editor when it tried to save. I was cycling through the effects on my thing and came across it, and when I continued on, it didn't disppear. Then, when I tried to save, the editor completely glitched out and crashed.

I stuck things in the .zip file in the old fashioned way if you think that'd have anything to do with it.


oh SHIT it killed my module file, too. ... And my autosave... uhh... I hope I can recover one of these temp files...
SorceressAshura

ACK... let me know how things work out asap. That planarip isn't my design. Its actually the sef for a canceled project. Ryne, the leader of the team sent it to me in hopes I could make it look better, but I've completely forgotten about it... Yikes... Taking it out now.
IskatuMesk

My auto save and module file are both 2 megabytes. I have a 156 megabyte temporary directory but unless I can somehow restore that into a module file I have just lost everything I've worked on since NWN2 was released. This will kill my project unless I can recover it.
SorceressAshura

Ooh no.... Mad *Bites nails.* .. I've heard of this kinda thing happening to alot of modules. Not just becuase of the vfx, but the toolset itself. I heard it can overwrite directories, and corrupt mods. Its happened to me a few times, in the begining. I've made a folder in my C: drive for that reason in particular. I save a copy of the latest mod in there, just for that reason alone.
IskatuMesk

I think... I might have the answer...

Jesus I've never been so happy to see this screen. I was able to recover from the temporary directory with a bit of backdooring.

What a sigh of relief.

http://img486.imageshack.us/img486/183/image14234na0.jpg
SorceressAshura

If your restoring efforts dont work.. Try using your "System Restore" function located in your Start>Programs>Accessories>System Tools> System Restore

You can back up your computer to restore points, recovering lost info, and files.
IskatuMesk

I think I've had enough excitement for one night. I'm going to do my video interview, now. Such a narrowly avoided disaster deserves a tiny break.
SorceressAshura

LOL I'll say, you've nearly given me a heart attack. I totally forgot about that planarip.sef. Embarassed I took it out now, and updated the file on the vault. So hopefully no one else experiences that disaster. Well,.. not from me anyway.
IskatuMesk

Hey, for the lava burst, do you know how I'd be able to have it go off every randomized 3-10 seconds or so, instead of only going off once?
SorceressAshura

Well seems the VFX Pack is doing extremely well. The nwnvault has posted a spotlight on it. Ooo I'm just bursting at the seams with joy at how well everyone is taking to the pack. Its inspring me to add even more, though I must say my ideas are reaching thier limits... if anyone has any ideas about visual effects let me know.

Quote:
Hey, for the lava burst, do you know how I'd be able to have it go off every randomized 3-10 seconds or so, instead of only going off once?


As far as the visual effects editor no.. cause if I set the pfx to "continous" it would look like the geyser. But you could create a trigger that you place on the spots where you want the lava burst to occur. Then have the "onenter event" have something like..

Code:


void main()
{

object oPC = GetEnteringObject();

/* This checks if the one who passes through the trigger is a PC, and not an NPC. If you want anything triggering it, including NPCs simply remove [if (!GetIsPC(oPC)) return;] line. */

if (!GetIsPC(oPC)) return;

/* This gets the tag of the waypoint of where you want the lava burst to appear. Be sure that you make the waypoint on the area, with its tag that matches the oTarget here. */

object oTarget;
oTarget = GetWaypointByTag("LavaBurst_Waypoint");
int nInt;
nInt = GetObjectType(oTarget);

/* This rolls a 2 sided die. If the roll comes up as 1, the fireburst will fire. If not, nothing will happen. */

int nInt;
nInt = d2();
if (nInt==1)
   {

   effect eCustomEffect = EffectNWN2SpecialEffectFile("ror_lavabrst_01.sef");
   ApplyEffectToObject(DURATION_TYPE_INSTANT, eCustomEffect, oTarget);
   PlaySound("as_na_lavaburst");

   }
else
   {

    /* Nothing happens. */

   }


}


I haven't tested that, just came up with it on the fly. Hopefully it will create the randomness your looking for.
Nathraiben

Congrats on the spotlight! Well deserved, I'ld say
IskatuMesk

Well, for visual effects, I need a lot of lightning/energy related stuff, a lot of fires and burning and lava, I need an oil jet fire (Like, a burning oil field, those huge plumes of fire), smoke, fog, ect...

I'll try out that script in the meantime!

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