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Author Topic: Double Repulsors request  (Read 1085 times)

Offline herodad1

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Double Repulsors request
« on: May 24, 2010, 10:13:53 PM »
got an idea for some double repulsors for gren's new ironmen!change the color of the games built in fx ( frozengiant_nusclear sat ) beam to yellow and it would make a cool double repulsor blast.any takers would be appreciated! :thumbup:

Offline pr1983

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Re: Double Repulsors request
« Reply #1 on: May 25, 2010, 05:28:59 AM »
its a built in effect that's already doubled? if so, i can do it.

Offline herodad1

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Re: Double Repulsors request
« Reply #2 on: May 25, 2010, 01:04:10 PM »
cool...THANKS! :)

Offline pr1983

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Re: Double Repulsors request
« Reply #3 on: May 26, 2010, 10:54:05 AM »
barring any issues, it'll be up by today...

edit: im having this weird issue. ive edited all the textures, and yet it still comes out with a purple glow on the end. right now im stuck on how to fix it...
« Last Edit: May 26, 2010, 01:42:02 PM by pr1983 »

Offline herodad1

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Re: Double Repulsors request
« Reply #4 on: May 26, 2010, 01:42:53 PM »
cant wait to see them.still liking the red cyclops cone. :)

Offline pr1983

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Re: Double Repulsors request
« Reply #5 on: May 26, 2010, 01:44:14 PM »
i edited my post, sadly.

that and knowing what part of his body to map to are what's killing me.

Offline herodad1

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Re: Double Repulsors request
« Reply #6 on: May 26, 2010, 04:08:29 PM »
as far as the end.when i mix-n-match fx's i'll remove a start or end nif and replace it with another fx's.maybe use the red_plasma _rocket end nif. from the fx pack at alex's freedom fortress.just an idea trying to help! :)

Offline pr1983

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Re: Double Repulsors request
« Reply #7 on: May 26, 2010, 04:12:03 PM »
when i said end, i meant the end of the beam as it's travelling. i assume thats a core problem?

Offline Amazo Version 2.2

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Re: Double Repulsors request
« Reply #8 on: May 26, 2010, 06:01:32 PM »
If it's an issue that the fx won't let you change the color, it's probably set up that way in the core.nif. It might be editable it nifskope.

For example, yellow lantern's gl_male_basic_yl mesh has the bubble around him which is seemingly green by default in the mesh itself. so if you add a new skin to it, it's still green. However, I edited it for a friend so that the texture/color can be changed for use for other skins.

I know I'm just rambling right now, but if I'm reading the thread right, Nifskope should be able to fix the color issue with the fx you want.
For anyone, and everyone, who has ever done anything to improve the FF/FFvs3R gaming experience, I want to say thank you. Life is so short, and you have all brought me so much joy. I hope that one day, I am somehow able to return the kindness and generosity that all of you have shown.

Offline pr1983

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Re: Double Repulsors request
« Reply #9 on: May 27, 2010, 06:22:18 AM »
ive actually been using nifskope. i dont know what the problem is.

Offline Amazo Version 2.2

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Re: Double Repulsors request
« Reply #10 on: May 27, 2010, 04:17:53 PM »
If it's an issue that the fx won't let you change the color, it's probably set up that way in the core.nif. It might be editable it nifskope.

For example, yellow lantern's gl_male_basic_yl mesh has the bubble around him which is seemingly green by default in the mesh itself. so if you add a new skin to it, it's still green. However, I edited it for a friend so that the texture/color can be changed for use for other skins.

I know I'm just rambling right now, but if I'm reading the thread right, Nifskope should be able to fix the color issue with the fx you want.

I'm sorry, I went back through the file I had been sent, it was missing tga files. Apparently, whatever I had done to the mesh had no effect, I'm sorry. But nifskope is probably still the way to go for this.
For anyone, and everyone, who has ever done anything to improve the FF/FFvs3R gaming experience, I want to say thank you. Life is so short, and you have all brought me so much joy. I hope that one day, I am somehow able to return the kindness and generosity that all of you have shown.

Offline pr1983

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Re: Double Repulsors request
« Reply #11 on: May 29, 2010, 10:54:09 AM »
Here's what i have so far (including texture files and nifs):

http://www.mediafire.com/?mok0qmtmzyv

i've been using nifskope, and have recoloured all the textures. even changed the little palette things in nifskope. if anyone can help me, i'd appreciate it.

and yes, if i missed something glaringly obvious, feel free to mock me for it.

Offline herodad1

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Re: Double Repulsors request
« Reply #12 on: May 29, 2010, 01:02:52 PM »
pr1983, that's a very good job!it works and looks perfect! THANKS! :thumbup:

Offline freegentile

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Re: Double Repulsors request
« Reply #13 on: June 06, 2010, 06:55:28 PM »
I, too, am looking forward to plugging this in! Hey, you know, there's a beam FX called "repulsar_twin_red" (actual fx in the generic folder reads "Repulsor_twin_red") that I have in my fx bag from Prev's big FX package or something else...don't remember. But can fire it to you if you're interested. It's not as appropriate-looking as this fx, but, hey, always good to have too many fx as opposed to not enough  :)

Offline herodad1

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Re: Double Repulsors request
« Reply #14 on: June 06, 2010, 09:41:13 PM »
i'd love a copy of that fx! THANKS!

Offline freegentile

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Re: Double Repulsors request
« Reply #15 on: June 07, 2010, 02:47:00 PM »
Shoot fire. I only can locate the folder w/ the NIF's. Can't locate the texture files. I can't even find the name of the effect in FFEdit!  It shows in-game & in EZHero as Repulsar_twin_red, but I can't find any variant of it. I'll keep looking for the name. If anyone knows which tex files go w/ it, let us know!   :banghead:

Offline pr1983

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Re: Double Repulsors request
« Reply #16 on: June 08, 2010, 06:21:25 AM »
did you open it up in nifskope?