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Thread: A Guide to VFX

  1. #21
    Senior Member Celeress's Avatar
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    Quote Originally Posted by Ocgineer View Post
    Power up candy from the barbarian:
    powerup_candy_health.blueprint
    powerup_candy_rage.blueprint

    for those are wondering about the ice chunk of the ice sage:
    C_P_ice_chunk.blueprint

    Yes.. they are very consistent with the file name /sarcasm
    Thanks for that Ocgineer, couldn't find the CB candy blueprints :/
    I'll add these to the OP
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    Quote Originally Posted by Grumpntug View Post
    we want to ease into the idea like an old man into a tub

  2. #22
    Senior Member Leeon1234's Avatar
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    Quote Originally Posted by Ocgineer View Post
    Power up candy from the barbarian:
    powerup_candy_health.blueprint
    powerup_candy_rage.blueprint
    for those are wondering about the ice chunk of the ice sage:
    C_P_ice_chunk.blueprint
    Yes.. they are very consistent with the file name /sarcasm
    Quote Originally Posted by Celeress View Post
    Thanks for that Ocgineer, couldn't find the CB candy blueprints :/
    I'll add these to the OP

    Thanks for you guys! It saves me so mach time


    Yeah, I am so glad they are blueprints, which is much easier to make change than making new textures!

  3. #23
    Senior Member Aviarei's Avatar
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    Oh dang! This would be great if it were stickied! Gonna bump this so I can take a look at it later.
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  4. #24
    Senior Member TheIgmo's Avatar
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    Yeah, definitely needs a sticky.

  5. #25
    Senior Member Ocgineer's Avatar
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    Celeress some improvements from my side.

    I would suggest to mention if you have a particle spawned that DOES NOT change size or color over time, to define these in the "Spawner Script" (like the confetti) to increase overall performance. If they want to change color or size over time then they should use the CParticleEvolver_Field.

    Alpha fade can be done like the confetti or with a CParticleEvolver_Field ColorCoeff (must be added to fields if it isn't present, maybe also show how) and use the CparticleEvolver_Script to fade out the particle: Color = Color * ColorCoeff; .

    Also they can create backdrop glows by adding a 2nd CParticleRenderer billboard but they should define in Fields color2 and Size2 and set these variable in the CParticleRenderer so the renderer knows what variable it needs to look for to set the color and size.

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  6. #26
    Senior Member Celeress's Avatar
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    Quote Originally Posted by Ocgineer View Post
    Celeress some improvements from my side.

    I would suggest to mention if you have a particle spawned that DOES NOT change size or color over time, to define these in the "Spawner Script" (like the confetti) to increase overall performance. If they want to change color or size over time then they should use the CParticleEvolver_Field.

    Alpha fade can be done like the confetti or with a CParticleEvolver_Field ColorCoeff (must be added to fields if it isn't present, maybe also show how) and use the CparticleEvolver_Script to fade out the particle: Color = Color * ColorCoeff; .

    Also they can create backdrop glows by adding a 2nd CParticleRenderer billboard but they should define in Fields color2 and Size2 and set these variable in the CParticleRenderer so the renderer knows what variable it needs to look for to set the color and size.

    Sneak peak custom meshes, will explain later (Shadow Hunter passive mark):
    Going to throw this on the top of the 1st post if you don't mind;
    Also kinda bumping for visibility :P
    IGN: Celeress
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    Quote Originally Posted by Grumpntug View Post
    we want to ease into the idea like an old man into a tub

  7. #27
    Senior Member TheIgmo's Avatar
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    Bumping so more folks can check this out. If anyone is interested in getting started with VFX modding, this is a great place to start.

    Edit: P.S. To any devs/forum moderators: This could still use a sticky

  8. #28
    Senior Member Yeronix's Avatar
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    I'm adding to the sticky vote
    Great guide by the way, worth the read for sure.

  9. #29
    Senior Member Celeress's Avatar
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    Shameless bump for visibility
    IGN: Celeress
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    Quote Originally Posted by Grumpntug View Post
    we want to ease into the idea like an old man into a tub

  10. #30
    Senior Member Screamheart's Avatar
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    Quote Originally Posted by Cougarkillz View Post
    When I made the footprints for my dragon mount, I had to hand draw them to get something even close to a dragon footprint. Once i had an idea of what I wanted it to look like, I used Gimp and made a 256x256 image with background transparency. And then used the pencil to draw the image I need. and the bucket to fill it in (I've noticed that all textures are colored white on a transparent background. I don't know why, but just to be safe, I followed that theme). Once i have the image I want, i just click on the "export as" and then after the file name, i type .dds for the extension.

    Oh! One thing to note, to use Gimp to make a dds file, you DO need to download a plugin because it doesn't support dds files by default.
    Anyway...
    Once you export that image as a DDS file you can put it in the project folder and it should work. (Just.... don't make the same mistake as me... I forgot to include the texture for the ice dragon mount in the mod itself at first so people who downloaded it got black squares for footprints... *facepalm*)
    No matter what I do I always end up with black squares instead of my DDS file. What am I doing wrong? You mentioned something about it, so hopefully you know. This problem has been holding me back drastically...


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