Home » Fable TLC » Discussion » Graphics Editing » Effects and graphics discussions. (Split)
Effects and graphics discussions. (Split) [message #60362] |
Mon, 22 November 2010 21:59 |
KeithShap
Messages: 10 Registered: November 2010
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I've been searching, but I was wondering if there was a way to change the color of an augmentation? Working on an already awesome Frostmourne.
In the face of insurmountable odds, there is only one thing you can do.
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Re: physical shield [message #60364 is a reply to message #60362] |
Mon, 22 November 2010 22:28 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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KeithShap wrote on Mon, 22 November 2010 23:59 | I've been searching, but I was wondering if there was a way to change the color of an augmentation? Working on an already awesome Frostmourne.
| Depends on what you mean.
If you mean changing the augment item itself, yea, retexture. Or if you want to be badass, build a new model for a new augmentation item.
If you mean the augment effect, well that gets a little more complicated. You have to edit the effects and of all the people who still frequent the forum and mod Fable, I'm the only one who can do that. And it's not something that can casually be taught. I can't give you a step-for-step guide on it.
Unless of course you simply mean using a different effect, in which case that's easy to change out. Just browse the weapon's CDefs, find one that says something about augments and open it, then change out effect IDs. Many effects will just crash though, so be careful. Some effects don't die off, and stack on top of each other which eventually leads to lag, so that's another concern.
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Re: physical shield [message #60365 is a reply to message #60362] |
Mon, 22 November 2010 22:43 |
KeithShap
Messages: 10 Registered: November 2010
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I'm looking to change the color of the fire augment. You see, I've started working more and more with the frostmourne, and the only augment that encases just the blade is the fire aug. Ergo, the one I want to look icy. Which it would look alright IMO. Plus it would be something I would love to learn. Thanks in advance. OH, and also wondering if you could turn the "pulsing" of the fire aug off, or is it a constant?
Edit: Well, any help on changing the colors would be awesome. Even if you can just get me to the basic area, I might be able to figure it out by myself.
In the face of insurmountable odds, there is only one thing you can do.
[Updated on: Mon, 22 November 2010 22:46] Report message to a moderator
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Re: physical shield [message #60366 is a reply to message #60365] |
Mon, 22 November 2010 23:01 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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KeithShap wrote on Tue, 23 November 2010 00:43 | I'm looking to change the color of the fire augment. You see, I've started working more and more with the frostmourne, and the only augment that encases just the blade is the fire aug. Ergo, the one I want to look icy. Which it would look alright IMO.
| Any of the effects can be edited to change their size. If you want a fiery icy thing going on, I suppose I could do that.
KeithShap wrote on Tue, 23 November 2010 00:43 | Plus it would be something I would love to learn. Thanks in advance.
| No thanks needed, because I'm not going to teach you. As I said, I can't give you a step-for-step guide on it. I had to teach myself, and seeing it for myself, I understand why no one taught me. It's a mostly unknown art, no, not an art. It's more like experimenting with alchemy, you do some stuff and something happens. If it's cool, you keep it. If it's crap, you throw it away and try again.
KeithShap wrote on Tue, 23 November 2010 00:43 | OH, and also wondering if you could turn the "pulsing" of the fire aug off, or is it a constant?
| I know what you're talking about and yes, it is possible to do away with it.
KeithShap wrote on Tue, 23 November 2010 00:43 | Edit: Well, any help on changing the colors would be awesome. Even if you can just get me to the basic area, I might be able to figure it out by myself.
| I wouldn't mind doing it for you, it's been a while since I edited the effects and I need the practice.
But if you want to do it yourself, here's what you do. Open the OBJECT root entry. Browse the CDefs, find the one that says something about augments. It will have a list of effects used for each augment. Find the ones for fire and open those. Export the entry data. Open the exported entry data with a hex editor. Make your edits, import them back into the same entries (or make new entries, recommended) and you're good to go.
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Re: physical shield [message #60367 is a reply to message #60366] |
Mon, 22 November 2010 23:07 |
KeithShap
Messages: 10 Registered: November 2010
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You would be a life saver if you did it for me, and I'll also look into modding some for myself. All I wish to do is change the color to a light light blue.
Red: 199
Blue: 255
Green: 255
Edit: Maybe even lighter, but at the moment I believe this will def. do.
In the face of insurmountable odds, there is only one thing you can do.
[Updated on: Mon, 22 November 2010 23:08] Report message to a moderator
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Re: physical shield [message #60369 is a reply to message #60368] |
Mon, 22 November 2010 23:41 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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razziel765 wrote on Tue, 23 November 2010 01:21 | infact is there a way to make it so it literaly looks like the blade is giving off ice fog? like an ice cube pulled from the freezer on a hot day and it just seeps to the ground
| Yes. That's an effect edit. The framework for it can be copied from the flaming sword effect, as it gives off smoke. Then all that's required is changing the smoke into fog, basically making it use a different texture, color, and a little refining here and there.
razziel765 wrote on Tue, 23 November 2010 01:21 | not all the way of course
| What does that mean?
razziel765 wrote on Tue, 23 November 2010 01:21 | and give it a blue fire augment base
| And what does that mean? I think you mean the effect, which would obviously be an effect edit. Just as above, copy the framework for the fire augment, change out which texture is used, change the coloring, and a little refinement, and you're set.
razziel765 wrote on Tue, 23 November 2010 01:21 | aswell as make the augment effect solid, and make if the majority augment so anything else wouldnt show, just the frost one
as in put health and mana on it but the flame one is the only one showing
| This can't be done in the effects. And in fact I think I know what KeithShap is talking about now by "pulsing", I'll go over that again. But anyway, the only way to make only one augment effect appear is to null out the other effects used for augments on that weapon. Which is easy enough, just edit the values for effect IDs to 0 for all but the desired augment effect. So if a person uses X augment, it won't show up, but if someone uses the Y augment, the effect appears. Though, it might still rotate between the effects and just have no effects for when it's doing the other augments... stuff to watch out for.
KeithShap wrote on Tue, 23 November 2010 00:43 | OH, and also wondering if you could turn the "pulsing" of the fire aug off, or is it a constant?
| Revisiting this because I misunderstood last time. You mean the fade in/fade out, yes? If so, yea, that can be taken care of quite easily. It's a change in color codes. It's usually three phase, one for start color, another for peak color (when it's brightest), and a third for fade out color. The big factor in this is the alpha value, and on that...
KeithShap wrote on Tue, 23 November 2010 01:07 | You would be a life saver if you did it for me, and I'll also look into modding some for myself. All I wish to do is change the color to a light light blue.
Red: 199
Blue: 255
Green: 255
Edit: Maybe even lighter, but at the moment I believe this will def. do.
| Do you have a preferred alpha value? Works the same as the other color values, but determines transparency. For instance, an alpha value of 128 will make the color 50% transparent.
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Re: physical shield [message #60370 is a reply to message #60362] |
Mon, 22 November 2010 23:43 |
KeithShap
Messages: 10 Registered: November 2010
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That sounds pretty cool to me. but I doubt you can have two effects going on a sword at a time, I.E. fog + fire effect. I could transfer smoke animation, and add it to my sword via augment, but again, I don't know how to change the color of it. Plus, if i changed the color of the smoke then all smoke would be effected. i would have to change the fire aug color only because it would be the only one that I would use for it. However, I am wondering if there is a way to get certain parts of a sword to glow. Again, something I've looked for, but can't find. I'd get the blue tinted letters to glow so it would look more.. true to it's original. But thats about it.
In the face of insurmountable odds, there is only one thing you can do.
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Re: Effects and graphics discussions. (Split) [message #60375 is a reply to message #60370] |
Tue, 23 November 2010 00:33 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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KeithShap wrote on Tue, 23 November 2010 01:43 | That sounds pretty cool to me. but I doubt you can have two effects going on a sword at a time, I.E. fog + fire effect.
| Sure you can. Using the example I used before, the flaming sword effect entry has several effects going, some for fire, some for smoke. It all happens simultaneously. The only downside is that stacking up a lot of effects will cause lag. Two effects is alright though, if done right. And the rest of the issues you mentioned can be fixed by creating new effect entries. If nothing else uses it, nothing else will be affected.
KeithShap wrote on Tue, 23 November 2010 01:43 | However, I am wondering if there is a way to get certain parts of a sword to glow. Again, something I've looked for, but can't find. I'd get the blue tinted letters to glow so it would look more.. true to it's original. But thats about it.
| That's a mesh and texture thing. You might want to check out a few existing meshes that use glowing. A good start would be MESH_FOCAL_SITE_ACTIVE_01 (4007). Basically, the stuff you want to glow is a separate submesh. Jack up the glow variable to a high number (I think it's 0-255, not sure on that though, might be 0-100) and you're good to go.
Edit: Split the thread and locked the other one because this is off topic and the original question was answered.
[Updated on: Tue, 23 November 2010 00:35] Report message to a moderator
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Re: Effects and graphics discussions. (Split) [message #60444 is a reply to message #60443] |
Thu, 25 November 2010 23:36 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Haven't even started on fog yet. Wasn't considering doing it to be honest, it was more an exercise of thought on how to. The effect in the screenshots is a mostly unedited fire augment wisp effect with a different texture for the flamelick. I want to work out the booleans before adjusting it further, as its current state allows me to quickly see whether or not a desired effect is taking place. Then color codes and everything else.
But for fog, there's already a good foundation for a fog piece on the unused flaming sword effects that everyone used to like so much, that could easily be modified a bit and put into place.
[Updated on: Thu, 25 November 2010 23:39] Report message to a moderator
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Re: Effects and graphics discussions. (Split) [message #60477 is a reply to message #60467] |
Sat, 27 November 2010 12:10 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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If you want the symbols to glow, make the symbols a submesh, and in FE go into the submesh through the mesh's material entries, enable alpha, and set a glow strength from 1-100.
Read the site rules, as well as individual thread rules, stickies and announcements, and use search, or you will have smartassy or exasperated ownage rained down upon you by the site's crack team of mods and admins. Also, you can find all you need to get started on modding here.
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