AWZ Posted January 2, 2011 Share Posted January 2, 2011 I am currently working on some plasma weapons called quantum armory. However I have a problem with coloring the default plasma preojectiles. I have all the tools required and also I did change the color of the nif using nifskope, but it seems that the default projectiles have a pointing to wrong object type error. Anyway if I use my custom projectiles on a my weapons then the projectiles are green like plasma even if nifskope says they are blue. geck says its green. Link to comment Share on other sites More sharing options...
Ruadhan2300 Posted January 8, 2011 Share Posted January 8, 2011 I have this problem too, any pros out there who can give a quick and dirty tutorial in changing effect colours like that?I'm interested in changing laser colours for various frequencies. something like making the OC laser rifle shots turn purple or blue or something like that.yellow for the less powerful ammo, various things like that.I've tried editting the material manually in photoshop, no luck there either. Link to comment Share on other sites More sharing options...
weijiesen Posted January 9, 2011 Share Posted January 9, 2011 lolIts actually the vert's color.you can change it manually in Nifskope going one-by-one for each vert (depending on your amount of the Plane's verts, can take a while) using RGB=XYZ hex color editing.ORyou can upload the plane into Blender and quickly change it's Mat color, export, and then paste-over the NiTriStrips data. trust me. These are the two ways ya do it. Nifskope Guru here. Creator of EVE. k thanks bye Link to comment Share on other sites More sharing options...
davidlallen Posted January 9, 2011 Share Posted January 9, 2011 On 1/9/2011 at 6:14 AM, weijiesen said: Nifskope Guru here. Creator of EVE. It is great to have a guru around. Slightly OT on this thread, can you point some information or give some help on particle effects? Nobody seems to know the answer to my question about modifying the pulse gun damage effect. Link to comment Share on other sites More sharing options...
AWZ Posted January 10, 2011 Author Share Posted January 10, 2011 (edited) Thanks for your help but i changed the material color in nifscope. Still it does stay green, besides the fact that is blue in nifscope. But the textures it uses are white.I changed the hex color. Let at least I hope we are atalking about the same thing.What also bugs me that the plasmaprojectile02 and 01 has an error pointing to a wrong object type by default. Can somebody confirm this? Edited January 10, 2011 by AWZ Link to comment Share on other sites More sharing options...
weijiesen Posted January 12, 2011 Share Posted January 12, 2011 (edited) On 1/9/2011 at 4:22 PM, davidlallen said: On 1/9/2011 at 6:14 AM, weijiesen said: Nifskope Guru here. Creator of EVE. It is great to have a guru around. Slightly OT on this thread, can you point some information or give some help on particle effects? Nobody seems to know the answer to my question about modifying the pulse gun damage effect. Not sure what "OT" is, but about your question, you are asking about "EFFECT SHADERS". excellent. I love those, and i make new custom ones for fun when im bored. freaky, huh? anyway, let me break down the meaning of all those numbers for you. Most important is the "Full Particle Brith Count". you can see that a value of "1" will spawn 79 particles. Any number above this would be 79x#. Now look at the "Full Particle Birth Ramp Up Time". This is how LONG it will take for the Full Particle Birth Count to be acheived. Meaning how long it will take to reach up to emitting 79X#. Now look at Full Particle Birth Time. This is how long its going to *continue* emitting at that ratio once reached. The "Full Particle Birth Ramp Down Ratio" doesn't apply to your Particle Effect, *unless* you are making a special effect where the particles never stop/never leave. If you want that (which applies for as long as the effect is on the object/NPC as stated in your script) then you'd change teh Persitant Particle Birth Ratio. If your script activates a PMS, but, doesnt ever do SMS, then the Particle Effect will remain forever, emitting at the # you specified in the Persistant Particle Ratio. "Particle lifetime" is very fun :) i love it. LOOOVE it. hehehe this is how long the particle will remain visible/exist. If you wanna send particles flying way up into the sky, make sure this number is high enough so they will live long enough to be seen traveling up there. Just like in that Pulse Pistol death in EVE, ah good times... anyway. "initial Speed Along Normal" <-- this is the velocity the particle will travel from the very moment of existance. Notice the 2 numbers, If the first number is input, but the second value is "0.000", then ALL PARTICLES when spawned will travel at that rate. BUT, if you specify a second value, then any particle can travel at a speed of + or - the 2nd value against the 1st. YAY! its fun! makes them totally random. like flying out erratically everywhere. "Accelleration aAlong Normal" This is going to determine a "smooth start" so to speak. Like its accelerating up to the speed you specified above. bigger number = higher acceleration. Just like my motorbike. vroom vroom! "Initial Velocity" <--- X,Y,Z use those coordinates to determine the route/direction of the particle. "Acceleration" <--- again, X,Y,Z, use this to determine the exact velocity a particle will have when reaching the top-speed you specified above. If you want the particle to rise up, then fall back down, you need to pay attention to the Particle Lifetime!Take the "initial Velocity" and divide it by the particle's lifetime, now if your "Acceleration" (xyz) (an absolute number that is NEGATIVE) is bigger than the "initial Velocity divided by the particle lifetime", then it will go back the same direction it came. (i.e. Z axis up, then floating back down with -Z axis).The "scale keys" and U/V cutting the image are simple enough to figure out, so I needn't state them here. There man, that should be most everything you need to know about making your own kick-ass custom Particle Effect Shaders. Can't wait to see what amazing stuff you'll wow us with. That was a free tutorial I just handed out. Lucky you! :P On 1/10/2011 at 5:26 PM, AWZ said: Thanks for your help but i changed the material color in nifscope. Still it does stay green, besides the fact that is blue in nifscope. But the textures it uses are white.I changed the hex color. Let at least I hope we are atalking about the same thing.What also bugs me that the plasmaprojectile02 and 01 has an error pointing to a wrong object type by default. Can somebody confirm this?No no no ... NOT the standard material data. The VERT's color data.In order to change ANYTHING with alpha's color (beam, ball, effect, particle, explosion ect) you gotta change each vert manually by hand. Not *only* the material data.It funny really, i just manually chaged the color of 136 verts in ONE little ring. (http://i51.tinypic.com/nybq88.gif 136 verts in those cool animated rings i added. Had to change the color manuall. NiMaterialData won't effect it)you are on the right track, but what you should change is in the NiTriStripsData, *not* NiTriStrips. I'm not talking about "NiMaterialData", that is different. Seems i'll have to make some tutorials for everyone sometime. Edited January 12, 2011 by weijiesen Link to comment Share on other sites More sharing options...
davidlallen Posted January 12, 2011 Share Posted January 12, 2011 On 1/9/2011 at 6:14 AM, weijiesen said: Not sure what "OT" is, but about your question, you are asking about "EFFECT SHADERS". excellent. I love those, and i make new custom ones for fun when im bored. freaky, huh? anyway, let me break down the meaning of all those numbers for you. That is great! I never would have figured this out on my own. My question was "OT" (off topic) to the original post but I was hoping that some graphics expert like yourself would notice the thread, and then notice my question. Thanks very much for your help, and kudos to you. Link to comment Share on other sites More sharing options...
weijiesen Posted January 12, 2011 Share Posted January 12, 2011 On 1/12/2011 at 3:27 PM, davidlallen said: On 1/9/2011 at 6:14 AM, weijiesen said: Not sure what "OT" is, but about your question, you are asking about "EFFECT SHADERS". excellent. I love those, and i make new custom ones for fun when im bored. freaky, huh? anyway, let me break down the meaning of all those numbers for you. That is great! I never would have figured this out on my own. My question was "OT" (off topic) to the original post but I was hoping that some graphics expert like yourself would notice the thread, and then notice my question. Thanks very much for your help, and kudos to you.No problem. In fact I tried to copy/paste what i just wrote to you and post it as an article/tutorial on the Nexus Wiki, but it says i dont have permission s oi dont know how to add stuff. sucks. Really wanted to make some really great Nifskope and GECK tuts for all of you. even though your question was "OT" as you say, i still made sure to solve the OP's question after answerng yours.Seriously tho, i would enjoy seeing what cool Particle Effect Shaders you will make, now that you have a better understanding of how they work and how to make them. Link to comment Share on other sites More sharing options...
davidlallen Posted January 12, 2011 Share Posted January 12, 2011 The wiki doesn't appear to have much FNV specific stuff. But I suppose your description is also useful for the other games in the family. Why don't you create a thread in this forum? At least that way the information goes *somewhere*. Link to comment Share on other sites More sharing options...
Asesinamen Posted January 12, 2011 Share Posted January 12, 2011 Mr. Mister agrees! Link to comment Share on other sites More sharing options...
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