Pavlos Posted July 8, 2006 Share Posted July 8, 2006 Is it possible, at all, to create a new visual effect for the game? I seem to remember that stoffe added lines to visualeffects.2da - so is this possible? Link to comment Share on other sites More sharing options...
stoffe Posted July 8, 2006 Share Posted July 8, 2006 Is it possible, at all, to create a new visual effect for the game? I seem to remember that stoffe added lines to visualeffects.2da - so is this possible? You can add visual effects that use a model, sound or rumble/screen shake to do their "visual". I.e. explosions, buff-flashes and such would work, while non-model "programmed effects" like beams and lightning seems to be hardcoded as far as I can tell. That is, while you can re-use existing beams and such as a basis for creating new visuals (e.g. making a variant of a beam that makes another sound), you can't create new effects in itself of that kind (e.g. a new different-looking type of beam effect). (As for what I did, you probably refer to the force powers mod I did where I added a modified variant of the "orbital laser" effect with another impact sound.) Link to comment Share on other sites More sharing options...
Pavlos Posted July 8, 2006 Author Share Posted July 8, 2006 Thank you. I just wanted to make sure before I started experimenting. Link to comment Share on other sites More sharing options...
Lit Ridl Posted July 9, 2006 Share Posted July 9, 2006 And I wanna ask Stoffe how did he made Visual Effects for his High Level Force Powers, looks like only by editing visualeffects.2da. But how??? So various effects... Link to comment Share on other sites More sharing options...
Pavlos Posted July 9, 2006 Author Share Posted July 9, 2006 Most of the effects are already in the game. Stoffe was just a bit more inventive than the developers were . Edit: I also believe that stoffe is a "she" . Link to comment Share on other sites More sharing options...
stoffe Posted July 9, 2006 Share Posted July 9, 2006 Pretty much. Since I'm awful at 3d modelling I've just reused existing effects already found in the game rather than make new ones. But tried to use them a bit differently than their normal use. Unless I'm forgetting something the only visualeffects.2da edits I've done in my mods is a variant of the "Orbital laser" effect with a new sound effect used for the bombard power, and some silent beams used for the Arena mod. Using them a bit differently though scripts still managed to give them a fairly unique feel even though they are still the same visual effects, IMHO. Link to comment Share on other sites More sharing options...
Pavlos Posted July 9, 2006 Author Share Posted July 9, 2006 That is, while you can re-use existing beams and such as a basis for creating new visuals (e.g. making a variant of a beam that makes another sound), you can't create new effects in itself of that kind (e.g. a new different-looking type of beam effect). Do you mean to say that I can simply copy a row relating to a beam effect I want, remove the sound and change the name, it will work? Because thus far, I have been unsuccessful in my attempts to do so. It is entirely possible (Probably more likely than not, knowing me) that I have done something wrong - I just wish to clarify. Link to comment Share on other sites More sharing options...
stoffe Posted July 9, 2006 Share Posted July 9, 2006 Do you mean to say that I can simply copy a row relating to a beam effect I want, remove the sound and change the name, it will work? Because thus far, I have been unsuccessful in my attempts to do so. It is entirely possible (Probably more likely than not, knowing me) that I have done something wrong. You are probably correct. It was almost a year since I did anything with this, so my memory may be spotty at best. Now that you mention it I do remember attempting to make a digital countdown clock from beams, but scrapping the idea since I could't make a beam that was silent. So, new visuals using models do work, new visuals involving programmed effects such as beams do not, as far as I now remember. Link to comment Share on other sites More sharing options...
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