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Scaling the size of a visual effect (IE, fire or explosion)


RetroNutcase

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So, my script woes seem to have mysteriously vanished, I now however, have a new question to ask the modding community: I know there's a decent number of visual effects available already in New Vegas, but...My issue is their size in some cases. For example, I'm trying to make phosphorous rounds that will create a small, fire flash effect on impact...But from what I can tell, I can only use full sized flamer explosions and the like. Is there any way to scale the size of such effects? Or failing that, are there any decent prefabs out there I could use? I'm basically looking to scale these things down to be more appropriately sized for bullets and shotgun shells, I don't think a full sized flamer burst works for a shotgun round, y'know?
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  • 3 weeks later...

So, my script woes seem to have mysteriously vanished, I now however, have a new question to ask the modding community: I know there's a decent number of visual effects available already in New Vegas, but...My issue is their size in some cases. For example, I'm trying to make phosphorous rounds that will create a small, fire flash effect on impact...But from what I can tell, I can only use full sized flamer explosions and the like. Is there any way to scale the size of such effects? Or failing that, are there any decent prefabs out there I could use? I'm basically looking to scale these things down to be more appropriately sized for bullets and shotgun shells, I don't think a full sized flamer burst works for a shotgun round, y'know?

I know graphics can be scaled, plenty of examples of creatures and what-not being scaled but what you need to do to scale an effect might be a problem - it might be scaling to the activator(player model example) or the target model or something else or there might be a variable somewhere that controls it.

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I'm not convinced that explosions don't auto-scale based on the radius in their explosion record.

 

I've been playing around with the EMP effect, adding it to some ammo, and the EMP bubbles are coming out different sizes, probably because I have different radius amounts defined in the different explosion effects.

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I'm not convinced that explosions don't auto-scale based on the radius in their explosion record.

 

I've been playing around with the EMP effect, adding it to some ammo, and the EMP bubbles are coming out different sizes, probably because I have different radius amounts defined in the different explosion effects.

Well, if the effect graphics scale to the radius of effect (which seems likely given your observation and probable given what I know about graphics engines) then the weapon/ammo could have a radius scaled to desired size for the effect thats associated with the graphic and spawn/add secondary effects (with graphics or not) that apply any other effects.

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  • 3 weeks later...
There is an incendiary ammunition like the one you describe already in the game. It is listed in the Explosions section of the GECK as ZhuRongFireBurst. It uses the Gas Trap art, and as stated above, I believe the size of the actual explosion graphic is dictated by the radius value set for the explosion effect.
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