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Suggestions for permanent visual effects?


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#1 temnix

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Posted 27 January 2018 - 01:41 PM

Some creatures of mine have no avatars or invisible avatars but play animations over themselves, looped, with the 215 effect, of course. One variety of these is going to be trees - I think I'll make a spell for growing trees in areas. Now, being a tree, it must always be there, but visual effects reset to nothing when the party leaves a place and comes back to it. The creatures could be scripted to play them OnCreation(), but that only comes in if a game is loaded. If the party simply travels somewhere and returns, all of the trees will be gone. Any ideas for how to make the animations stick or renew?



#2 Miloch

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Posted 25 February 2018 - 11:03 PM

Well, make them actual area-embedded actors would be one solution.


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#3 Creepin

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Posted 26 February 2018 - 12:57 AM

I wonder if it would work to assign your tree visual as corpse frame of a creature's animation and mark the creatures so that the corpse would not vanish for the game duration?

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#4 Avenger_teambg

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Posted 26 February 2018 - 09:11 AM

I wonder if it would work to assign your tree visual as corpse frame of a creature's animation and mark the creatures so that the corpse would not vanish for the game duration?

 

Dead creatures don't have personal space, if that's ok, then this is a good solution.


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#5 -kjeron-

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Posted 26 February 2018 - 10:37 AM

Some dead animations do have personal space, mostly those used for static creatures (the 0x4000 block), like npcs that are always sitting in chairs.
It's set by the "can_lie_down=0" option in the animation INI file, but it doesn't work for all animation blocks.

#6 temnix

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Posted 26 February 2018 - 01:40 PM

I guess it's a possibility. I certainly haven't considered adding a new animation just for this purpose. My current plan is to use a ground icon without a highlight. They can be of huge size, and setting the pick-up-point (center) coordinates far out of the frame should make the item pretty much unpickable. For example, a 100 x 300 icon with the pick-up-point at -500.-500.



#7 Miloch

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Posted 26 February 2018 - 02:47 PM

It's set by the "can_lie_down=0" option in the animation INI file, but it doesn't work for all animation blocks.

Someone has taught me something about something I codesigned myself (animation INI files). Part of getting old, I guess. Though I'm not sure I'd call seated animations "dead." But in any case, yeah, you can change personal space via various INI settings (which are hardcoded to the animation slots in the legacy games).

 

I guess it's a possibility. I certainly haven't considered adding a new animation just for this purpose. My current plan is to use a ground icon without a highlight. They can be of huge size, and setting the pick-up-point (center) coordinates far out of the frame should make the item pretty much unpickable. For example, a 100 x 300 icon with the pick-up-point at -500.-500.

Make sure you don't break something via hackery in the process. The vanilla game generally handles icons up to 256 pixels, though I'm pretty sure EE extended that (and perhaps even vanilla PS:T). You can do it however you like of course, but I usually recommend the solution that requires the least amount of hackery.


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#8 temnix

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Posted 27 February 2018 - 04:20 PM

That would be the solution to do nothing... Don't worry about icon sizes, they can be enormous. There are still limitations, and I take back my idea to move the pick-up point out of the dimensions frame - that creates visual glitches. Still, in combination with invisible creatures of unusual size and no circle they can accomplish something new. This engine hasn't been taken anywhere near its limits, and its language is not dead, even if it's old. Here, have this tank for illustration. Summon it in the game with the console - CreateCreature("tank"). It can take a crew of four and comes with a machine gun pivot!

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Edited by temnix, 27 February 2018 - 06:17 PM.