Difference between revisions of "Talk:Visual Effect"

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imported>King Mango
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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)
: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 20:02, 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)