AD's Test Lab: Magic Weapons

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AD's Test Lab: Magic Weapons

Post by The Amethyst Dragon on Sat Aug 06, 2011 6:01 pm

I posted an idea on the BioWare forum (about adding new weapon visual effects), and within a day or two someone (by the handle of virusman) had whipped up a solution that made it work.

Needless to say, I'm working on new visuals and will be uploading them to the Vault and the Aenea haks very soon.

You all get a sneak peek. Smile

Spoiler:


( This last model I adapted from an override on the Vault. The rest I made from BioWare visuals and some graphics work. )

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Re: AD's Test Lab: Magic Weapons

Post by Angel of Death on Sat Aug 06, 2011 7:25 pm

Very nice. Very Happy

Personally, I like the shadow effect the most. But that could possible be a bias because I'm currently reading the Erevis Cale/Twilight War trilogies... Razz What a Face


Would these effects be possible to be placed on custom items after the hak update? Smile


Last edited by Angel of Death on Sat Aug 06, 2011 8:02 pm; edited 1 time in total
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Re: AD's Test Lab: Magic Weapons

Post by RustyDios on Sat Aug 06, 2011 7:42 pm

These effects are uber cool .. however does each player require the NWNCX program for this to work ?.. or will it be simply a case of new hak/models/2da ...

If it is the latter then can I suggest that instead of it being "added" to the updatehak that it goes it's own hak from the start with all the new models in ...ie aeneahak_q (in case someone wants to change/override your visual effects, not that I see any reason why they would want to ... )
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Re: AD's Test Lab: Magic Weapons

Post by Eric of Atrophy on Sat Aug 06, 2011 9:10 pm

Do these interfere with the current visuals, or can we have such an awesome uber selection of juciness to choose from?
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Re: AD's Test Lab: Magic Weapons

Post by The Amethyst Dragon on Sat Aug 06, 2011 10:38 pm

These will be in addition to the standard visual effects. Very Happy

They won't change the standard visuals in-game. The only one I have in
the hak files currently is the newer subtler sonic visual.

If you don't have NWNCX installed on your computer (right now it only
works for Windows installations), you will not be able to see any of the
new visuals (if they are on a weapon)...such weapons would just look
like they didn't have any visual to you.

Without NWNCX, the game can not have additional weapon visuals, just the
default 7 (acid, cold, electrical, fire, sonic, evil, holy)...which can
be overridden or replaced, but the number cannot be increased.

And yes, I think I will make some (ok, most) of these visuals able to be
placed on custom items. Here's the list of current visuals that are
done and ready to be added...those I'm reserving for module use I'll
mark in red. Those in blue are or will be added to the list for spectra's aurashift powder that changes weapon visuals. (Ignore the number in front of each one, it's from the .2da file)

Spoiler:
0 Acid
1 Cold
2 Electrical
3 Fire
4 Sonic
5 Holy
6 Evil
7 NoneNull

8 NWNCX (not a real vfx, just here as a separator in the toolset)
9 DarkShadow (will be available to be added in an upcoming quest or area)
10 PsionicMind (this is for those that like to pretend PCs can have psionics in Aenea)
11 GlowBlue
12 GlowGreen
13 GlowOrange
14 GlowPurple
15 GlowRed
16 GlowYellow

17 FireBlue
18 FireGreen
19 FirePurple
20 FireRed
21 FireWhite
22 FireYellow (reserved for future use with silvania's golden flames spell that works on weapons)
23 DripBlue (blade glows like with acid vfx)
24 DripOrange
(blade glows like with acid vfx)
25 DripPurple (blade glows like with acid vfx)
26 DripRed (blade glows like with acid vfx)
27 DripYellow (blade glows like with acid vfx)
28 AbsorbBlue (like red evil vfx, only a different color)
29 AbsorbGreen
(like red evil vfx, only a different color)
30 AbsorpPurple (like red evil vfx, only a different color)
31 AbsorbOrange (like red evil vfx, only a different color)
32 AbsorbGrey (like red evil vfx, only a different color)
33 AbsorbYellow (like red evil vfx, only a different color)
34 AbsorbWhite (like red evil vfx, only a different color)
35 ShockGreen
36 ShockRed
37 ShockYellow
38 ShockPurple
39 DripBlack
(blade "glows" like with acid vfx)
40 Snow (fainter glow than cold vfx, drops snowflakes)
41 DripBlueNoGlow
(drips, but no glow on blade)
42 DripGreenNoGlow (drips, but no glow on blade)
43 DripOrangeNoGlow (drips, but no glow on blade)
44 DripPurpleNoGlow (drips, but no glow on blade)
45 DripRedNoGlow (drips, but no glow on blade)
46 DripYellowNoGlow (drips, but no glow on blade)
47 DripBlackNoGlow (drips, but no glow on blade)
48 FireBlack (not reserved, but will be used for the darkfire spell)
49 FireInfernoDF (reserved for a particular type of upcoming weapon)
50 GhostFog (reserved for a future spell or item)
51 ShockOrange
52 ShockBlack


Last edited by The Amethyst Dragon on Sun Aug 14, 2011 12:01 am; edited 1 time in total

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Re: AD's Test Lab: Magic Weapons

Post by Eric of Atrophy on Sun Aug 07, 2011 1:45 pm

What about a rancid or foul visual? And are the green entries going to change to either red or blue in the near future? Does the green designation mean that those are works in the works?
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Re: AD's Test Lab: Magic Weapons

Post by plane_abe on Fri Aug 12, 2011 3:11 pm

i love the green shock. The Amethyst Dragon you are a genius! Very Happy
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Re: AD's Test Lab: Magic Weapons

Post by The Amethyst Dragon on Sun Aug 14, 2011 12:06 am

Eric of Atrophy wrote:What about a rancid or foul visual? And are the green entries going to change to either red or blue in the near future? Does the green designation mean that those are works in the works?
Not sure what would work for a rancid or foul visual. Maybe something brown and cloudy? Hmmm...

Green entries I don't have plans on changing. They exist currently (well, on my HD waiting for an quickly upcoming large hak update), and I plan on having specific places or ways to get those added to a weapon in-game (and anyone making a custom reward item could pick one of those, too).

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Re: AD's Test Lab: Magic Weapons

Post by Eric of Atrophy on Sun Aug 14, 2011 1:53 pm

Ahh, that's what I was wondering about ... thanks for that, boss!

Dunno about the rancid, I was thinking kinda a dark greenish/dark greyish real faint smoke-like effect ...
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