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spuds rockets

Started by herodad1, April 05, 2008, 01:52:29 PM

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herodad1

when i fire a rocket and it hits there's a hesitation after the impact.what do i do to fix this?how should i make the setting change in the editor for ff2?

detourne_me

try replacing the end.nif with one from the FFVTTR art files.  I think that's the explanation for all of the explosive projectile and area delays imported from FF1

herodad1

thanks D that worked.i used the end nif's from the explosive boomerang fx.

USAgent

Would this be a sure fire way to eliminate all the time delays that happen with any FF1 effects that go in FFV3R?

Previsionary

Quote from: USAgent on April 06, 2008, 11:11:07 AM
Would this be a sure fire way to eliminate all the time delays that happen with any FF1 effects that go in FFV3R?

this should be common news by now, but ff1 fx that end in explosions (areas/projectiles) will have time delays because the timing system is a bit different in ffvttr. So substituting an ffvttr explosion in an ff1 fx will work fine and actually play with the lighting. Only problem is finding an explosion nif that works for all the various fx out there.

note: I don't know if converting the end.nif solves the problem. Has anyone tried it? I seriously doubt it would, but it can't hurt to check.

electro

Most of the FX from the secound game are just like the first except they they don't have time delays - So all that's needed is just to take an FF2 nif and change the textures to look at the first game textures - (example) the Oh Canada FX over at www.fxforce.com can be made to work properly in FF2 by taking FF2's Minute Man Rally FX and changing the textures ussing Nifskope to the Oh Canada textures - That's about it - Of course you won't find matches for every FX - Also remember that you only need to do this for the part of the FX that requires that area time delay like End nif for projectiles, Core for area attacks & Core for direct attacks :blink: