Difference between revisions of "Talk:Visual Effect"
imported>King Mango (Created page with "==How are visual effects added to a level?== I have tried dragging one in, creating a primitive and adding a script, creating a roombound and adding a script as well as copyin...") |
DavidJCobb (talk | contribs) (→Attachment: new section) |
||
(One intermediate revision by one other user not shown) | |||
Line 1: | Line 1: | ||
==How are visual effects added to a level?== | ==How are visual effects added to a level?== | ||
I have tried dragging one in, creating a primitive and adding a script, creating a roombound and adding a script as well as copying from a different level. Interestingly, once I copy say, the fxcameraattachACT from Mzulft second dungeon, I am unable to paste as it remains greyed out. So any info on how to add camera attached FX to a level is appreciated. [[User:King Mango|King Mango]] ([[User talk:King Mango|talk]]) 2014-06-21T03:49:46 (EDT) | I have tried dragging one in, creating a primitive and adding a script, creating a roombound and adding a script as well as copying from a different level. Interestingly, once I copy say, the fxcameraattachACT from Mzulft second dungeon, I am unable to paste as it remains greyed out. So any info on how to add camera attached FX to a level is appreciated. [[User:King Mango|King Mango]] ([[User talk:King Mango|talk]]) 2014-06-21T03:49:46 (EDT) | ||
:fxcameraattacheffectsACT are added by creating a trigger and then choosing that type from the available options [[User:King Mango|King Mango]] ([[User talk:King Mango|talk]]) 2014-06-22T07:32:51 (EDT) | |||
== Attachment == | |||
I haven't analyzed this in detail, but: the glow of a Draugr's eyes is done using a Visual Effect that's activated and deactivated by a script. There exists one visual effect for each Draugr sex. | |||
The root node of <code>meshes\actors\draugr\character assets\fxdraugrfemaleeyes.nif</code> contains a NiStringsExtraData child block with name <code>AttachT</code>. The block contains a single string whose value is <code>NamedNode&NPC Head [Head]</code>. I'm guessing that this means that when Visual Effects are [[Play - VisualEffect|played on an ObjectReference]], this mechanism can be used to specify a specific node to play them on. [[User:DavidJCobb|DavidJCobb]] ([[User talk:DavidJCobb|talk]]) 21:02, 20 August 2024 (EDT) |
Latest revision as of 21:02, 20 August 2024
How are visual effects added to a level?[edit source]
I have tried dragging one in, creating a primitive and adding a script, creating a roombound and adding a script as well as copying from a different level. Interestingly, once I copy say, the fxcameraattachACT from Mzulft second dungeon, I am unable to paste as it remains greyed out. So any info on how to add camera attached FX to a level is appreciated. King Mango (talk) 2014-06-21T03:49:46 (EDT)
- fxcameraattacheffectsACT are added by creating a trigger and then choosing that type from the available options King Mango (talk) 2014-06-22T07:32:51 (EDT)
Attachment[edit source]
I haven't analyzed this in detail, but: the glow of a Draugr's eyes is done using a Visual Effect that's activated and deactivated by a script. There exists one visual effect for each Draugr sex.
The root node of meshes\actors\draugr\character assets\fxdraugrfemaleeyes.nif
contains a NiStringsExtraData child block with name AttachT
. The block contains a single string whose value is NamedNode&NPC Head [Head]
. I'm guessing that this means that when Visual Effects are played on an ObjectReference, this mechanism can be used to specify a specific node to play them on. DavidJCobb (talk) 21:02, 20 August 2024 (EDT)