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skopin' fx

Started by joemama, March 26, 2007, 07:44:07 AM

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joemama

I might have woke up yesterday but...


Is anybody making new fx using nifskope?

I've just been messing around and it seems like you can create pretty much any thrown projectile with a tommyboy tv mesh, nifskope, and the in-game fx (I haven't even looked at EZfx).

Can you do the same by adding direct/special fx to beam attacks?  i.e. the ffx3.2 uses "invisible" beams to simulate direct attacks.

Just curious at this point...I'm not sure I want to start yet another big project!

JM

Previsionary

you can create simple fx and changes in nifskope, but you can't really do animations and add things, like particle systems, in nifskope. At least not in my experience, which is pretty limited. Also, you have to keep in mind that things that appear correctly in nifskope won't always be correct (or even show up) in ffvttr or nif viewer.

Also, some objects taken from meshes seem to have odd rotation/movement patterns.

joemama

Quoteyou can create simple fx and changes in nifskope, but you can't really do animations and add things, like particle systems, in nifskope

I've kitbashed.....mesh-bashed...map-bashed...so why not fx-bash too?  :P

All I've done so far is projectiles, where I hide one weapon, and paste a new one on top of it.  These were also all fx (and mesh pieces) that had been tested in game.  They work fine on the in-game character creator so I'm assuming they'll run fine in-game too.

In terms of rotation:  I don't know if you are doing this too, but I noticed that pasting the editable mesh branch onto the parent node I'm adjusting positions the new mesh so that rotation is easy.  I've only done it with meshes that were similar in size and shape, but found that this I could just copy the coordinates from the existing mesh onto the new one and it have it pretty much in position.  Before, I pasted the new mesh onto the existing mesh (and not the node) and had all kinds of headaches.

But alas, my experience is quite limited as well...

JM

Previsionary

Quote from: ips on March 27, 2007, 09:34:01 AM
Quote from: Previsionary on March 26, 2007, 11:14:50 AM
you can create simple fx and changes in nifskope, but you can't really do animations and add things, like particle systems, in nifskope. At least not in my experience, which is pretty limited. Also, you have to keep in mind that things that appear correctly in nifskope won't always be correct (or even show up) in ffvttr or nif viewer.

Also, some objects taken from meshes seem to have odd rotation/movement patterns.

several of the ingame fx for 3r were incorrect with green sparks etc hardcoded (as placeholders for final versions i suspect) would it be possible to use nifscope to correct those fx? then they would become usable for fxers to use creating new or updated versions of the flat ff1 fx.

Now that you mention that, I have done some experiments on this some time ago. There's not much you can do about that problem except change the colors using the color wheels. That experiment, however, was last year so I don't know about now.

Mystik

I skoped out  black jack's hook in the tangle wire fx aned replace it ren's batarang to make a bat tangle wire

DEATH

     Have any of you managed to alter the size of an existing FX?  I've tried that a couple of times with Nifskope, but it seems that no matter where I perform the transform, Nifskope cannot save the resulting nif (with no explanation as to why)...

     I would love to hear details about what any of you have accomplished in this regard, as I am trying to make a number of custom effects for a mod I am presently working on.

DEATH

Lunarman

have you made sure the FX you are saving arn't read only?

DEATH

 :doh:
I suddenly feel so foolish!
Thanks, Lunarman.  As I had unzipped them from the art.ff file, they were, of course, read only!

DEATH