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    Warrior Avatar von Czudak
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    Czudak ist offline

    [G2Notr] Adding recolored Sleep spell effect to Oblivion spell

    Yo! Since the "Sleep" spell has a nice nova effect when cast, I decided to add that to the "Oblivion" charm as well.

    Logically, one would have to find the FX procedure for the Sleep and swap it with the Oblivion's (named Charm in PFXMAGIC.D and PFXINSTMAGIC.D) one. I did that and... nothing happened. The character still cast a spell, but without any visible graphical effect. Thus, my question is:

    Is there some kind of texture I need to create? Like the Sleep's particles texture I would have to recolor, then point to the respective file (most spells FXs point to some MFX_SLEEP_STAR.TGA)? Or maybe I need to enable visual effect in some other the script files, plus I can also change the color in there?

    Thanks for your assistance!

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    Knight
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    Cryp18Struct ist offline
    If you want to change the effect of a spell i suggest you start with VisualFxInst.d.

    For Example in spellFX_Charm:
    Code:
    INSTANCE spellFX_Charm (CFx_Base_Proto)
    {
    	visname_S 			= "MFX_CHARM_INIT";
    	emtrjoriginnode 	= "ZS_RIGHTHAND";
    	emtrjmode_s 		= "fixed";
    	emtrjloopmode_s 	= "NONE";
    	emtrjeasefunc_s 	= "LINEAR";
    	emtrjdynupdatedelay = 0.;
    
    	//emFXInvestOrigin_S 	= "spellFX_Sleep_ORIGIN";
    	emFXInvestTarget_S 	= "spellFX_Charm_TARGET";
    
    	};

    visname_S = "MFX_CHARM_INIT";

    tells the game that the effect MFX_CHARM_INIT should be used.

    under the spellFX_CHARM_KEY_XXX stuff you can change the effect according to what the player is doing.

    Code:
    INSTANCE spellFX_CHARM_KEY_CAST (C_ParticleFXEmitKey)
    		{
    			visname_S 				= "MFX_CHARM_ORIGIN";
    			//emtrjmode_s 			= "TARGET";
    		     	emtrjeasevel 			= 1400.;
    		     	sfxid					= "MFX_Sleep_Cast";
    
    			//emCreateFXID 			= "FX_CAST2";
    };
    This
    Code:
    visname_S 				= "MFX_CHARM_ORIGIN";
    is probably what you want to change to get a different effect when the spell is cast.

  3. Beiträge anzeigen #3 Zitieren
    Warrior Avatar von Czudak
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    Czudak ist offline
    Zitat Zitat von Cryp18Struct Beitrag anzeigen
    If you want to change the effect of a spell i suggest you start with VisualFxInst.d.

    For Example in spellFX_Charm:
    Code:
    INSTANCE spellFX_Charm (CFx_Base_Proto)
    {
        visname_S             = "MFX_CHARM_INIT";
        emtrjoriginnode     = "ZS_RIGHTHAND";
        emtrjmode_s         = "fixed";
        emtrjloopmode_s     = "NONE";
        emtrjeasefunc_s     = "LINEAR";
        emtrjdynupdatedelay = 0.;
    
        //emFXInvestOrigin_S     = "spellFX_Sleep_ORIGIN";
        emFXInvestTarget_S     = "spellFX_Charm_TARGET";
    
        };

    visname_S = "MFX_CHARM_INIT";

    tells the game that the effect MFX_CHARM_INIT should be used.

    under the spellFX_CHARM_KEY_XXX stuff you can change the effect according to what the player is doing.

    Code:
    INSTANCE spellFX_CHARM_KEY_CAST (C_ParticleFXEmitKey)
            {
                visname_S                 = "MFX_CHARM_ORIGIN";
                //emtrjmode_s             = "TARGET";
                     emtrjeasevel             = 1400.;
                     sfxid                    = "MFX_Sleep_Cast";
    
                //emCreateFXID             = "FX_CAST2";
    };
    This
    Code:
    visname_S                 = "MFX_CHARM_ORIGIN";
    is probably what you want to change to get a different effect when the spell is cast.
    Hey! Thanks for your help! With assistance of another modder I solved this case. One needed to swap MFX_CHARM_INIT and MF_CHARM_ORIGIN with those of the "Sleep" spell, but retain RGB color code for vistexcolorstart_s and vistexcolorend_s of original the "Oblivion" charm. Damn, it was that easy.

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