darkedge42392 Posted September 4, 2011 Share Posted September 4, 2011 Hey guys, I'm doing a Trueflame quest mod soon and I was wondering if there was anyway to get a particle flame onto the weapon? Viperslayer's Trueflame Reborn is what I'm using. (yes, he's given me permission already) He has a version of the weapon with a flame on it, but it's an animated texture, and you can see the planes of the texture when you're holding the weapon. It's a bit annoying. I was hoping there is a way to make a particle effect flame similar to how it was in Morrowind. Any ideas or feedback would be greatly appreciated. Darkedge Link to comment Share on other sites More sharing options...
Ghogiel Posted September 4, 2011 Share Posted September 4, 2011 You need to make the blade the mesh emitter for the particle system. The particles will emit from the surface of the mesh it self. You can make the particles them selves have an animated texture and animated alpha, which you will probably want to do to get a decent looking flame imo. I'd probably try a secondary system with a slightly fast speed, longer life and growth rate, and see if you can simulate the fire kinda turning into wisps of smoke. :P Just to make the effect more interesting, just throwing some ideas out there. Link to comment Share on other sites More sharing options...
AurianaValoria1 Posted September 4, 2011 Share Posted September 4, 2011 Try looking at jojjo's Frostmourne blade from his Dread Knight mod: http://www.tesnexus.com/downloads/file.php?id=24850 Link to comment Share on other sites More sharing options...
darkedge42392 Posted September 4, 2011 Author Share Posted September 4, 2011 Did I mention I'm horrible with blender? >.> Also, thanks for the link, Auri. I'll look into it . . . Link to comment Share on other sites More sharing options...
throttlekitty Posted September 4, 2011 Share Posted September 4, 2011 You can also use motion paths that particles can follow along, see my rapier mod for an example. Link to comment Share on other sites More sharing options...
alonsomartinez Posted September 4, 2011 Share Posted September 4, 2011 You can also use motion paths that particles can follow along, see my rapier mod for an example. Did you make those particles in Blender? I know how to make them in Blender, but no idea how to export them to work in Oblivion. Link to comment Share on other sites More sharing options...
Ghogiel Posted September 4, 2011 Share Posted September 4, 2011 unfortunately there is no particle support for any niftool programs. Link to comment Share on other sites More sharing options...
throttlekitty Posted September 5, 2011 Share Posted September 5, 2011 (edited) I created them in NifSkope, based on what I had made in Maya. Then placing the weapon in an empty cell in the construction set to preview/tweak the results. Kind of a pain, but it works. Ghogiel, I'm pretty sure the max one has some support or it. I remember SaidenStorm going on about how his particles were superior because of that. Some silly thing about ownership of exported data vs. copy/paste in NifSkope.edit: yeah, the Civ4 exporter. Edited September 5, 2011 by throttlekitty Link to comment Share on other sites More sharing options...
Ghogiel Posted September 5, 2011 Share Posted September 5, 2011 yah, the niftools exporter doesn't, but the civ4 does though. some space warps don't export you have to nifskope some other funky things if you want them Link to comment Share on other sites More sharing options...
darkedge42392 Posted September 5, 2011 Author Share Posted September 5, 2011 :wacko: Gah, I'm way in over my head. This is going to suck to do, but I'm gonna try. Link to comment Share on other sites More sharing options...
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