Freedom Reborn

Freedom Force Forums => FX => Topic started by: Cyber Burn on March 18, 2012, 02:57:15 AM

Title: Cyber's FX Thread
Post by: Cyber Burn on March 18, 2012, 02:57:15 AM
This thread will be dedicated to my FX. Enjoy.
Title: Re: Cyber's Fx Attempts
Post by: spydermann93 on March 18, 2012, 04:38:46 AM
A new FX AND a new skope?

This is exciting! :D
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on March 18, 2012, 04:48:11 AM
Thanks, though the skope is just a stripped down Paladin_Gren with the body from Crusader_Gren, it's what I use for my Avatar. The skin is new though, as is the FX. I couldn't get an in - game screen shot to appear so had to preview the FX this way.

Edit: This FX is just a re-color of an existing FX, I take no credit for anything.
Title: Re: Cyber's Fx Attempts
Post by: spydermann93 on March 18, 2012, 03:58:14 PM
Still, it's all very cool :P
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on March 20, 2012, 03:38:07 AM
Thanks bud. I plan on eventually putting together a few more red and blue lantern FX's.
Title: Re: Cyber's Fx Attempts
Post by: Amazo Version 2.2 on March 27, 2012, 04:51:21 PM
any chance of trying to do white or black lantern fx?
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on April 09, 2012, 11:51:10 PM
Quote from: Amazo Version 2.2 on March 27, 2012, 04:51:21 PM
any chance of trying to do white or black lantern fx?

Sorry bud, currently there are no plans for Black or White Lantern FX.
Title: Re: Cyber's Fx Attempts
Post by: BentonGrey on April 10, 2012, 12:39:13 AM
Hey CB, neat stuff!  We see so few new FX that this is doubly awesome.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on April 10, 2012, 03:03:55 AM
Thanks Benton. I've still got a lot to learn about FX, but it's always fun to learn something new.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on April 14, 2012, 10:27:08 PM
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/CB_Punch_Yellow.jpg)

I'm experimenting with creating my own (.DDS) files from scratch for FX's. Currently working on new punches for the different colored Lanterns. They're not great, but they are something.  :P
Title: Re: Cyber's Fx Attempts
Post by: Previsionary on April 14, 2012, 10:34:50 PM
You gotta work on your shading, buuuuuuuddy. Glad to see you're picking up the fx ball and running with it. *hi fives*
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on April 14, 2012, 11:01:51 PM
Thanks Prev, that's an issue I have with my skinning as well, so any tips you might have would be appreciated.
Title: Re: Cyber's Fx Attempts
Post by: Previsionary on April 15, 2012, 01:23:29 AM
It's hard for me to give shading tips for fx because there are so many variables at play. You'd be better off asking a skinner... or someone who uses photoshop more than two times a year. :P
Title: Re: Cyber's Fx Attempts
Post by: Amazo Version 2.2 on April 16, 2012, 07:43:49 PM
not only are these good for the various colored lanterns, but there ideal for characters like doctor spectrum. can you do multi colored fx too?
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on April 16, 2012, 10:38:03 PM
Quote from: Amazo Version 2.2 on April 16, 2012, 07:43:49 PM
not only are these good for the various colored lanterns, but there ideal for characters like doctor spectrum. can you do multi colored fx too?

I haven't thought about that, I guess I could give it a try.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on April 16, 2012, 11:20:06 PM
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/CB_Punch_Multicolor.jpg)
Title: Re: Cyber's Fx Attempts
Post by: Amazo Version 2.2 on April 17, 2012, 01:51:40 PM
wow! that looks great! thank you!
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on April 17, 2012, 10:57:42 PM
Glad you like it Robot, it will be in my next release.  :thumbup:
Title: Re: Cyber's Fx Attempts
Post by: Amazo Version 2.2 on April 23, 2012, 01:57:56 PM
hey cyber, i dont know if its just me or if anyone else is having this issue, but your shuriken fx arent showing up in game. they show up in the character creation menu, but not in the game itself, example the rumble room. if you could help me figure out what i did wrong, that would be seriously sweet. thanks.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on April 23, 2012, 10:42:13 PM
Thanks robot. Usually when i make an FX, I just go by the character creation menu, but I'll check the shuriken out. Is anyone else having issues that I need to check out? Thanks.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on April 24, 2012, 01:48:24 AM
OK, this is what I found: If you view the characters from street level, you can see the FX in-game, if you view the characters from above, you can't see them. As of yet, I have NO clue how to fix it.
Title: Re: Cyber's Fx Attempts
Post by: Amazo Version 2.2 on April 25, 2012, 04:13:33 PM
i see what you mean, thansk buddy.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on April 26, 2012, 08:57:08 PM
Quote from: Cyber Burn on April 24, 2012, 01:48:24 AM
OK, this is what I found: If you view the characters from street level, you can see the FX in-game, if you view the characters from above, you can't see them. As of yet, I have NO clue how to fix it.

This also seems to be true for Red_Sun's shuriken FX, which is what mine are based on.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on June 04, 2012, 01:24:35 AM
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/RallytheSovietTroops.jpg)
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on June 04, 2012, 03:13:41 AM
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/RallytheCanadianTroops.jpg)
Title: Re: Cyber's Fx Attempts
Post by: Previsionary on June 04, 2012, 03:43:52 AM
Canadia? What's that? Sounds like a place Podmarks would come from.  ^_^

Looking nice, Cyber. I''m surprised it took so long for that classic FX to be updated, but I guess we are low on FXers. Keep it up, bud-o-rama.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on June 05, 2012, 05:45:31 PM
Thanks for the compliments Prev, I hadn't seen the "O Canada" FX until after I read your post (I must have blinked), otherwise I would have left well enough alone.
Title: Re: Cyber's Fx Attempts
Post by: Amazo Version 2.2 on July 16, 2012, 02:09:04 PM
just curious as to what else youre working on cyber.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on July 20, 2012, 11:05:09 PM
Quote from: Amazo Version 2.2 on July 16, 2012, 02:09:04 PM
just curious as to what else youre working on cyber.

Kind of got burned out on content creation, personally, I hope it passes.
Title: Re: Cyber's Fx Attempts
Post by: Amazo Version 2.2 on July 23, 2012, 03:51:28 PM
thats a shame, i hope the creation bug bites you again.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 03, 2012, 06:03:14 PM
Quote from: Amazo Version 2.2 on July 23, 2012, 03:51:28 PM
thats a shame, i hope the creation bug bites you again.

Thanks Robot, me too. I'm just out of ideas for now.  :banghead:
Title: Re: Cyber's Fx Attempts
Post by: BentonGrey on August 10, 2012, 04:25:14 AM
Hey CB, you've got some neat stuff here.  These are some nice additions to the FX pantheon. :)
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 10, 2012, 01:18:56 PM
Thanks Benton!
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 11, 2012, 07:00:32 PM
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/CB_Hawkeye_Arrow.jpg)

Here's the texture for the Hawkeye Arrows in my new FX release, it's a bit hard to see in game, so I thought I'd post it here.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 18, 2012, 05:19:07 PM
I can't believe that I just overwrote my FX.dat with on older file...sooo many FX's to re-install now...grrr.  :banghead:
Title: Re: Cyber's Fx Attempts
Post by: Previsionary on August 18, 2012, 05:28:21 PM
Quote from: Cyber Burn on August 18, 2012, 05:19:07 PM
I can't believe that I just overwrote my FX.dat with on older file...sooo many FX's to re-install now...grrr.  :banghead:

sorry to read that, cybes, but now you know to keep up-to-date backups stored away. I learned that the hard way as well, lol.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 18, 2012, 05:58:31 PM
Thanks Prev...Live and learn, I guess.

Noob question: What's the "Track Rot" do in FFEdit for  :ffvstr:?
Title: Re: Cyber's Fx Attempts
Post by: Previsionary on August 18, 2012, 07:46:49 PM
track rotation? IIRC, it tells the fx to follow the limb/body part movements of its origin point. You mostly see that with the melee FX (EX: El Diablo).
Title: Re: Cyber's Fx Attempts
Post by: BentonGrey on August 18, 2012, 08:06:48 PM
Hey CB, ever given any thought to creating a green Cap shield for the Adaptoid?
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 18, 2012, 08:36:08 PM
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/CB_Green_Cap_Shield.jpg)

Like this?
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 18, 2012, 08:57:55 PM
Nevermind, it looks different in-game, I'll have to re-do it.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 19, 2012, 02:10:35 AM
Done, I just cant get a screen cap of it. I'll release it this weekend with my next batch of FX's.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 19, 2012, 02:27:15 AM
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/CB_Super_Adaptoid_Shield.jpg)

Not a good pic though.
Title: Re: Cyber's Fx Attempts
Post by: Previsionary on August 19, 2012, 03:15:33 AM
That shield base (the 3d model) looks familiar. Is it built on Gren's?

BTW, how did you go about recoloring it? The earlier pics looks like a lot of the red is seeping through, if you get what I mean.

P.S., since you've made a few FX now, you should consider adding it (+ some sounds) to PFX 1.2, just for easy installation for those who don't want to tussle with FFEdit. I mean, I'm probably not going to mess with it anymore.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 19, 2012, 04:39:36 AM
Quote from: Previsionary on August 19, 2012, 03:15:33 AM
That shield base (the 3d model) looks familiar. Is it built on Gren's?

BTW, how did you go about recoloring it? The earlier pics looks like a lot of the red is seeping through, if you get what I mean.

P.S., since you've made a few FX now, you should consider adding it (+ some sounds) to PFX 1.2, just for easy installation for those who don't want to tussle with FFEdit. I mean, I'm probably not going to mess with it anymore.

The first one is Ren's, the second is Gren's. The colors do seep through which is why I did the second version.

With Ren's I used Nifskope to re-color it, but in game, it just didn't take.

As far as sounds, I don't mess with them since I always have the sound on mute.

I wouldn't begin to know where to start with an installer like PFX, that's why I always include my FX.dat files. It's easier to merge dats than to install everything by hand.
Title: Re: Cyber's Fx Attempts
Post by: Previsionary on August 19, 2012, 05:20:58 AM
Quote from: Cyber Burn on August 19, 2012, 04:39:36 AM
Quote from: Previsionary on August 19, 2012, 03:15:33 AM
That shield base (the 3d model) looks familiar. Is it built on Gren's?

BTW, how did you go about recoloring it? The earlier pics looks like a lot of the red is seeping through, if you get what I mean.

P.S., since you've made a few FX now, you should consider adding it (+ some sounds) to PFX 1.2, just for easy installation for those who don't want to tussle with FFEdit. I mean, I'm probably not going to mess with it anymore.

The first one is Ren's, the second is Gren's. The colors do seep through which is why I did the second version.

With Ren's I used Nifskope to re-color it, but in game, it just didn't take.

As far as sounds, I don't mess with them since I always have the sound on mute.

I wouldn't begin to know where to start with an installer like PFX, that's why I always include my FX.dat files. It's easier to merge dats than to install everything by hand.

I'll talk to you about it later when I actually have time to think in full sentences and not fragments, heh. Hopefully, you'll have a fx.dat with all your fx installed by then, and I'll do the rest.
Title: Re: Cyber's Fx Attempts
Post by: BentonGrey on August 20, 2012, 03:24:40 AM
Haha, CB, you're the man.  That was quick!  I feel like I turned around, and *poof* you already had it done.  Great work man, that looks fantastic!  I think I'll include that in the Marvel mod if you don't mind. :D
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 21, 2012, 03:34:28 AM
Quote from: BentonGrey on August 20, 2012, 03:24:40 AM
Haha, CB, you're the man.  That was quick!  I feel like I turned around, and *poof* you already had it done.  Great work man, that looks fantastic!  I think I'll include that in the Marvel mod if you don't mind. :D

Anything I have, skin, skope, or FX...you are absolutely welcome to use in any mod, as is any other modder. I'd be honoered.  :thumbup:
Title: Re: Cyber's Fx Attempts
Post by: Amazo Version 2.2 on August 21, 2012, 08:32:45 PM
interesting choices for your fx. i like the thug grenades.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 21, 2012, 10:58:59 PM
Quote from: Amazo Version 2.2 on August 21, 2012, 08:32:45 PM
interesting choices for your fx. i like the thug grenades.

Thanks Robot, for the most part, I'm just experimenting with simple Nif switches.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 22, 2012, 10:59:22 PM
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/CB_Super_Adaptoid_Hammer.jpg)

A Mjolnir just for the Super Adaptoid.  :D  Still a work in progress though.[/quote]
Title: Re: Cyber's Fx Attempts
Post by: Amazo Version 2.2 on August 23, 2012, 08:49:05 PM
just cureous, what do you have for the end
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 25, 2012, 12:10:44 AM
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/CB_Super_Adaptoid_Hammer_End.jpg)
Title: Re: Cyber's Fx Attempts
Post by: Amazo Version 2.2 on August 27, 2012, 09:56:48 PM
sweet, thansk
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 29, 2012, 12:08:35 AM
No problem.

This next active_defense shield comes in orange and red.

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/CB_Orange_Lantern_Shield.jpg)
Title: Re: Cyber's Fx Attempts
Post by: BentonGrey on August 29, 2012, 07:08:43 PM
Ohh, neat!  You're going to make me edit his herofile, aren't you? :D
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on August 30, 2012, 02:00:48 AM
Quote from: BentonGrey on August 29, 2012, 07:08:43 PM
Ohh, neat!  You're going to make me edit his herofile, aren't you? :D

Yes, yes I am. Want anything else for Super Adaptoid? And when do you need them by?  :D
Title: Re: Cyber's Fx Attempts
Post by: BentonGrey on September 03, 2012, 06:58:56 PM
Haha, slave driver. ^_^  I THINK that the shield is all I really need...I can't check my files at the moment, but I'm planning on sending this to my testers sometime to the end of the next week.  Anytime before then would be awesome.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on September 03, 2012, 07:47:37 PM
Cool, I've got about 10 - 12 new FX that I can release as a pack today or tomorrow.
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on September 06, 2012, 01:19:08 PM
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/CB_China_Rally.jpg)

A "Rally the Troops" effect for Chinese characters, I also have Japan finished. Mexico and Ireland are in the works. Are there any other countries that anyone else would want a "Rally the Troops" effect for? I'd be willing to at least give it a shot.
Title: Re: Cyber's Fx Attempts
Post by: BentonGrey on September 10, 2012, 05:06:25 PM
Hmm...we've got Canada already, right?  What about Russia?
Title: Re: Cyber's Fx Attempts
Post by: Cyber Burn on September 11, 2012, 02:08:09 AM
I actually re-did Canada, and did a Soviet Flag as well. They are in one of my previous releases.  :D
Title: Thinking about taking a few FX Requests...
Post by: Cyber Burn on June 29, 2014, 06:11:25 AM
So I'm going to dust off this thread since I've been somewhat delving back into FX's. I've got a handful that I'm currently working on, but I want to have a reason to try new things. As such, if anyone is interested, I would be willing to at least try to fill a few FX requests. If possible, let me know if your request is for FF1 or FFvt3R.

My only condition is that whoever makes a request, please do not go overboard. For example, don't tell me that you're re-doing all your Hero Files for the X-Men, and now you need new, custom FX for each Character...Time is still somewhat limited, so something like that probably won't happen.

I'll do my best to fill your requests, but please be patient.
Title: Re: Thinking about taking a few FX Requests...
Post by: trebean on June 29, 2014, 07:09:00 AM
Red Lantern Blood Vomit Beam?   :)

Also, just a thought, but is it possible to say rig Sick Alice's Orange Lanterns Nif File (Glomulus for example) and say turn it to a projectile?
Title: Re: Thinking about taking a few FX Requests...
Post by: Cyber Burn on June 29, 2014, 02:34:30 PM
Quote from: trebean on June 29, 2014, 07:09:00 AM
Red Lantern Blood Vomit Beam?   :)

Also, just a thought, but is it possible to say rig Sick Alice's Orange Lanterns Nif File (Glomulus for example) and say turn it to a projectile?

The first one, I should be able to do, the second one, may be above my current skill level, I'll give them both a try, but if I can't figure out the Glomulus projectile, then I'll keep it on my list until I can.
Title: Re: Thinking about taking a few FX Requests...
Post by: abenavides on June 30, 2014, 12:53:45 AM
I may have a few request! Let me get organized and I'll send em your way.
Title: Re: Thinking about taking a few FX Requests...
Post by: Cyber Burn on June 30, 2014, 02:34:56 AM
Request away Alex.  :D
Title: Re: Thinking about taking a few FX Requests...
Post by: Cyber Burn on June 30, 2014, 03:55:57 AM
I think that the "Red Lantern Blood Vomit Beam" is finished. It SHOULD work for both Games. Anyone want to give it a try and send me some feedback?
Title: Re: Thinking about taking a few FX Requests...
Post by: spydermann93 on June 30, 2014, 04:51:11 PM
Quote from: Cyber Burn on June 30, 2014, 03:55:57 AM
I think that the "Red Lantern Blood Vomit Beam" is finished. It SHOULD work for both Games. Anyone want to give it a try and send me some feedback?

I will!  I love being Guinea Pig :ph34r:
Title: Re: Thinking about taking a few FX Requests...
Post by: Cyber Burn on June 30, 2014, 09:23:37 PM
Perfect, you have mail.
Title: Re: Thinking about taking a few FX Requests...
Post by: spydermann93 on July 01, 2014, 03:15:55 PM
Well, I just tested out the new Blood Vomit in-game, and I'm really loving the look.

If you're going more for a comic feel, perhaps the blood could be a bit brighter.  From the pics that I've seen, the blood was a brighter red of blood-plasma while in-game, it looks a bit darker.  Honestly, though, it still looks really good.  Looks more like "real" blood than the bright red that is shown in the comics.
Title: Re: Thinking about taking a few FX Requests...
Post by: Cyber Burn on July 01, 2014, 06:55:25 PM
Thanks Spyder, when I did a Google search for Red Lanterns, I saw some pics with the brighter Red, some with the darker Red, and some with an almost Pink color. I didn't care too much for the Pink for a Red Lantern, but maybe I can do a second version of this with the brighter Red, that way players can have a little more variety.
Title: Re: Thinking about taking a few FX Requests...
Post by: Cyber Burn on July 01, 2014, 07:06:17 PM
Sorry for the double post, but it's been a while since I have read anything with the Lanterns. Trebean, do you have any specific pics that I could use for reference for the Orange Lantern FX?

Quote from: trebean on June 29, 2014, 07:09:00 AM
Also, just a thought, but is it possible to say rig Sick Alice's Orange Lanterns Nif File (Glomulus for example) and say turn it to a projectile?

I should also mention that since SickAlice's Orange Lanterns are for FFvt3R only, if I am able to pull this off, then the FX would probably be FFvt3R exclusive.
Title: Re: Thinking about taking a few FX Requests...
Post by: trebean on July 02, 2014, 08:14:28 AM
Couldn't really find some good reference pics
(http://api.ning.com/files/n045oC7-9NuuONNYmhg*pk24jnW9tTPXoiyzAjFf0mN1MR*zl2xhz2cfpPXjTIdTEC28pams-iiFAPtv9jryxWXJo7eBLMgt/glnewguardians4658.jpg)
Best of what I came up with.
To put simply,sometimes Larfleeze commands his constructs to go after his enemies, I had Glomulus  in mind for this in an alternative to summoning since that's how Larfleeze commonly uses him (Sicking the enemy with him) and there's only 3 summoning slots.
Title: Re: Thinking about taking a few FX Requests...
Post by: Cyber Burn on July 02, 2014, 01:32:22 PM
Cool, I do have some ideas, I'll just have to see if any of them actually work.
Title: Re: Thinking about taking a few FX Requests...
Post by: daglob on July 02, 2014, 11:10:23 PM
There is a yellow Raptor FX that I give Karu Cill (SP?) to simulate her siccing the constructs of her former family on someone. Somethign like that as a projectile? How hard would it be to turn  a regular mesh into a FX? Something like that must have been done with the Demon attack and the Phoenix Astral...
Title: Re: Thinking about taking a few FX Requests...
Post by: Cyber Burn on July 02, 2014, 11:46:53 PM
I think the more complex FX, like that, may have been done with 3ds Max, but I'm reading everything I can find on FX creation, and it should be possible to create an FX using a regular Mesh. At least a single piece Mesh, I haven't found anything yet that talks about Skopes or anything like that.
Title: Cyber's FX
Post by: Cyber Burn on July 05, 2014, 01:15:50 AM
Made an adjustment to the first post.

The Red Lantern Vomit Beam is complete and will be sent to Alex for his next EZFX update (Along with a few others as well  :D).
Title: Re: Cyber's FX
Post by: Cyber Burn on July 07, 2014, 04:09:55 AM
I've been going through some of my newer FX and I'm noticing that some of the FX are brighter in game than they are supposed to be. It looks like it may be the "Spark" Emitters in the "End" Nif. Any suggestions on how I could darken just those Emitters? I've darkened the TGA Files...A lot...but that doesn't seem to do the trick.
Title: Cyber's FX Questions
Post by: Cyber Burn on July 12, 2014, 06:31:59 PM
1.) How do you know what Node to point an FX at?

For example, I'm making a Rally FX for Captain America, I originally based it on Minute Man's "Rally" FX, and the Nodes looked like this:

Node Attachment Points:

Start: Centre            (Track Rot: On)

Launch:

Core: Centre            (Track Rot: On)

End: Centre            (Track Rot: On)


I switched out the Nifs, but left the Nodes the same, in game, it appeared as if the FX was originating at Cap's waist.

I changed the Node points to this:

Node Attachment Points:

Start: Bip01 Head   (Track Rot: On)

Launch:

Core: Bip01 Head      (Track Rot: On)

End: Centre          (Track Rot: On)

Now the FX is at a weird angle and off to the side. I'm still experimenting, trying to get this to look right, but does anyone have suggestions, or know where a Tutorial is that explains all this stuff about FX?


2.) Noob question time: Other than loading the game up each and every time I want to see an FX in action, is there any other way to see what your FX looks like from start to end?
Title: Re: Cyber's FX Questions
Post by: daglob on July 12, 2014, 08:03:50 PM
Could be worse; I've got a couple of FX that originate underground.
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on July 12, 2014, 10:08:07 PM
Quote from: daglob on July 12, 2014, 08:03:50 PM
Could be worse; I've got a couple of FX that originate underground.

I think the end point was underground on this one too, I couldn't get it to show in-game.

I ended up re-doing this from scratch, but now I can't seem to run my game to check it out.  :banghead:
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on July 13, 2014, 04:18:47 AM
Since I needed a distraction, I think I may be able to have a Beta Version of the "Orange Lantern Glomulus Projectile Attack" finished either tonight or tomorrow (FFvt3R Exclusive though, sorry). Anyone want to be a guinea pig for me and try it out?
Title: Re: Cyber's FX Questions
Post by: spydermann93 on July 13, 2014, 04:42:54 AM
Quote from: Cyber Burn on July 13, 2014, 04:18:47 AM
Since I needed a distraction, I think I may be able to have a Beta Version of the "Orange Lantern Glomulus Projectile Attack" finished either tonight or tomorrow (FFvt3R Exclusive though, sorry). Anyone want to be a guinea pig for me and try it out?

*Raises both hands and one foot*
Title: Re: Cyber's FX Questions
Post by: hoss20 on July 13, 2014, 07:23:51 AM
Quote from: Cyber Burn on July 12, 2014, 06:31:59 PM
1.) How do you know what Node to point an FX at?

I'm making a Rally FX for Captain America, I originally based it on Minute Man's "Rally" FX


Were you able to check out my Cap Rally FX on Force of Paradox? (not to step on your toes  :P ) I don't remember having any issues with it originating in a different spot than Minuteman's Rally, which I also copied mine from.

Edit: The problem may stem from the Nifs that you replaced the original ones with were set with a different orientation than the originals. For example, let's say the original flags were oriented 5 feet above the ground (in game measurements), but the we'll say you switched them out with your own flag nifs that are oriented on the ground. It looks like you were able to compensate for this, but I'm not sure why things are at angle and off to the side. I guess it would help to check out the nifs in Nifskope and see where the X, Y, and Z axes are in relation to everything.
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on July 13, 2014, 07:35:16 AM
Quote from: spydermann93 on July 13, 2014, 04:42:54 AM
Quote from: Cyber Burn on July 13, 2014, 04:18:47 AM
Since I needed a distraction, I think I may be able to have a Beta Version of the "Orange Lantern Glomulus Projectile Attack" finished either tonight or tomorrow (FFvt3R Exclusive though, sorry). Anyone want to be a guinea pig for me and try it out?

*Raises both hands and one foot*

You've got mail!  :D


Quote from: hoss20 on July 13, 2014, 07:23:51 AM
Quote from: Cyber Burn on July 12, 2014, 06:31:59 PM
1.) How do you know what Node to point an FX at?

I'm making a Rally FX for Captain America, I originally based it on Minute Man's "Rally" FX


Were you able to check out my Cap Rally FX on Force of Paradox? (not to step on your toes  :P ) I don't remember having any issues with it originating in a different spot than Minuteman's Rally, which I also copied mine from.

Yeah, I like how yours turned out, but I went a different route with mine. I ditched the Flags and added a Billboard. Now the only issue is placing it correctly, it appears a little to high in game still.
Title: Re: Thinking about taking a few FX Requests...
Post by: Cyber Burn on July 22, 2014, 03:51:01 AM
Quote from: trebean on July 02, 2014, 08:14:28 AM
Couldn't really find some good reference pics
(http://api.ning.com/files/n045oC7-9NuuONNYmhg*pk24jnW9tTPXoiyzAjFf0mN1MR*zl2xhz2cfpPXjTIdTEC28pams-iiFAPtv9jryxWXJo7eBLMgt/glnewguardians4658.jpg)
Best of what I came up with.
To put simply,sometimes Larfleeze commands his constructs to go after his enemies, I had Glomulus  in mind for this in an alternative to summoning since that's how Larfleeze commonly uses him (Sicking the enemy with him) and there's only 3 summoning slots.

The Glomulus Projectile FX is finished.

Also, I updated my first post to reflect what is currently finished.
Title: Cyber's FX Questions
Post by: Cyber Burn on July 24, 2014, 11:08:45 PM
So I was going through my FX, trying to make sure everything was in order before I sent the updated files out, and I found a few issues with a couple of my FX's.

1. I have a "Rally" FX for "Captain America". Basically, I removed the Flags from the "Minuteman_Rally", and added a Billboard to have Text displayed rather than the Flags. Unfortunately, I'm having 2 issues with this FX, the first, is that the Text, is really up high, making it difficult to see when using the FX, the second issue, is that the Text flashes very quickly, and then is gone.

Does anyone know how I would lower the Text in the FX so that it has better visibility? And does anyone know how to extend the length of an FX?

2. The next problems I am having are with FX I made for "Magneto". One FX is a Crushing FX, and the other is a Holding FX (Like a Stasis). Both FX play out the way that I want them to, with the exception of instead of being at ground level, they are at waist level, making the FX look a bit off.

Would anyone have some suggestions on how to adjust the FX to fix these issues?

Thank you in advance for any help sent my way.
Title: Re: Cyber's FX Questions
Post by: hoss20 on July 25, 2014, 10:35:06 AM
1. There should be somewhere on the nif to extend or shorten the time it appears for. I'll have to check later to find out where.

2. Have you already set the Start, Launch/Core, End nodes to bottom? Which ones you select to change depend on the original FX you used to create yours. If you already have changed the nodes, then you may have to actually move the nif(s) in Nifskope down lower. Unfortunately, it looks like you're going to have to do a lot of back and forth between Nifskope and the starting up the game to test things out.
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on July 25, 2014, 01:31:35 PM
1. Thanks Hoss, yeah, if you know where to look in the Nif File to alter the time it appears for, that would be awesome, because as of right now, I am stumped.

You have always been a major help with NifSkope for me Hoss, and this time is no different. I just want to make sure you know I appreciate it. Thank you.


2. With you mentioning the original FX that were used, I went back and found Nif Files that did what I want, so it looks like I have the "Magneto" FX's fixed.


I've already got the Nif Files set up for "Boomerang" (I made a few changes to the originals), and am starting to set up what I need for "Porcupine".

If anyone has suggestions for "Porcupine" (Currently, I only have a few quill attacks in line, piercing and explosive), I am open to suggestions.

And finally, I have the "Glomulus" FX finished, but I need to add sounds to it, unfortunately, I'm not sure what sounds to use. I'd be happy to send the FX out for someone to preview if they are willing to give some suggestions for the sounds. I should mention that this one is FFvt3R only (Sorry, it was based on SA's "Glomulus" Mesh").
Title: Re: Cyber's FX Questions
Post by: daglob on July 28, 2014, 10:03:58 PM
Seems like I remember the original Porcupine have smoke quills, but I don't remember offhand if he shot them or they were an "area" attack. Ice or fire quills?
Title: Re: Cyber's FX Questions
Post by: hoss20 on July 29, 2014, 08:02:50 AM
I know that Porcupine also has a Knockout Gas and Electrical attack to go along with the Explosive and Piercing ones you have already done. Honestly, though, I don't know which attacks are quill related or just mini-bombs that he uses the old fashion way. An Electrical Quill FX would be cool looking, though.
Title: FX for Shocker/Electro
Post by: Cyber Burn on August 24, 2014, 02:46:20 AM
Alex, Benton, and Spyder:

After spending a little more time going through the FX I sent you, I realized I just wasn't totally happy with how the last batch of FX turned out. I would say to just delete that set, and I'll send you guys updated versions. I am basically going to start from scratch for both Shocker and Electro, I really don't want to release something that I'm this unsatisfied with.
Title: Re: FX for Shocker/Electro
Post by: spydermann93 on August 24, 2014, 03:27:17 PM
Sounds good to me, Cyber!
Title: Re: FX for Shocker/Electro
Post by: Cyber Burn on August 28, 2014, 12:27:40 AM
Sorry, I need to vent...

:banghead: :banghead: :banghead:

It really irritates me to no end when I spend hours and hours trying to create something, just to try it in-game and then realize that it looks nothing like what I had wanted it to.


Venting done, thanks for listening.
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on August 28, 2014, 02:34:30 PM
I know I asked this before, but, if I wanted to extend the length/duration of a Area/Rally FX, does anyone have any ideas on how I would do that?

Basically, I removed the Flags from Minute Man's Rally FX and replaced them with a Billboard/Plane, but now the FX ends very quickly, so I'm not getting the full visual effect of the FX.

This was done on the FFvt3R version I think.
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on September 02, 2014, 10:37:34 PM
Quote from: hoss20 on July 29, 2014, 08:02:50 AM
I know that Porcupine also has a Knockout Gas and Electrical attack to go along with the Explosive and Piercing ones you have already done. Honestly, though, I don't know which attacks are quill related or just mini-bombs that he uses the old fashion way. An Electrical Quill FX would be cool looking, though.

Sorry Hoss, I thought I had replied to this, I put an Electrical Quill FX on my "To Do" list.
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on September 10, 2014, 11:46:37 PM
Ok, kind of a stupid question, but is there any sort of viewer (Like "Character Tool") that could play an FX through? I have to say, it does become a bit time consuming having to go through the process of loading the game to try out an FX, just to have to do it again 5-10 minutes later to check it again.
Title: Re: Cyber's FX Questions
Post by: hoss20 on September 11, 2014, 03:41:44 AM
If you have Irrational's Nif Viewer from the Mod Tools installed, it halfway works. I haven't worked with this tool a ton, so there may be a way to get it to run a full FX through, but right now, I am able to click on individual nifs (start, core, end) and then hit the 'Play' button to have that portion of the FX play. Before you open a nif, you will need to go to File->Set Image Subfolder and got to the textures directory in order to see the skin for the FX. Unfortunately, it appears that the Nif Viewer only displays tga files. If an FX has dds files for textures, the FX shows up pink. I find this odd as, I believe the Nif Viewer was made for FFVTTR which uses dds files. I don't know what format you have been using for your FX, but if you check out my Cap_Shield_AoX FX, you can see it fully rendered. Depending on the FX, you may to do some zooming in or out to see the FX fully.
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on September 11, 2014, 05:03:45 AM
This definitely helps, thanks Hoss.  :thumbup:
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on September 12, 2014, 03:14:52 AM
I updated my initial post with finished FX. There are a few that I'm not totally happy with for one reason or another, so I may update them somewhere down the line.

While I have made a few FX, I can't really consider myself an "FX'er" yet since I really have so much more to learn. To that end, I'm still interested in taking requests. I may be slow getting things done because of a decrease in free time, but I will do my best to fill any requests that are made.
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on September 17, 2014, 01:30:10 PM
Well, I think I blew it again, I was doing a final check in-game for some of my FX (All the Blackout ones), and they were looking the way that they previously had, I'm thinking that I overwrote my files with previous versions (Not very bright trying to work out of multiple folders). But so far, it just looks like the Blackout FX are affected so far. But while I'm working on fixing these, I figured I would make a list of what else I currently am, or will soon be working on.

1. Re-Do my old FX's

2. Electro - Various (FFvt3R Only)

3. Shocker - Various (FFvt3R Only)

4. DOTFJoker_Gren - Various Projectiles (FFvt3R Only)

5. Jay_Garrick_Flash - Hat Throw

6. Avatar FX (Cyber Burn)

7. Dr. Spectrum - Various

8. Atlantean Soldier - Various (FFvt3R Only)

9. Ringer - Various Projectiles

10. Tommyboy Meshes - Various Projectiles

This is a pretty basic list, and I'm sure I'll deviate from it as needed, but seeing it in writing helps me stay on task.

Title: Re: Cyber's FX Questions
Post by: Cyber Burn on September 21, 2014, 05:50:15 PM
1.) So I've got the "Core.Nif"s set up for the Joker projectiles, but I'm kind of struggling with the "End.Nif"s. I'm debating whether they should be a solid color, maybe Purple or Green, or if they should be more "Clowny" and colorful. I can't seem to find any decent reference pics online, so I figured I would ask here. Does anyone have any ideas or suggestions?


2.) While I've never been able to successfully add animated textures to any of my Skopes (I only tried a few times though), is it possible to add animated textures to FX?
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on October 18, 2014, 03:05:57 PM
New question time (Yay!): If I want to shrink the "Core.Nif" of an FX, would I do it at the "Scene Root"?

In this case I'm referring to Alchemiss' "Arcane Bolt" FX, which has multiple pieces attached to it.

Thank you in advance for any help on this.
Title: Re: Cyber's FX Questions
Post by: SickAlice on October 30, 2014, 01:20:00 PM
Late to the party. Reading this thread a little so I can try and learn some things. Noticed the Joker question: purple or green is about standard for most Jokers effects in the comics. Blood of course for anything he does using a typical weapon though (gun, blade, waylay, et cetera).
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on October 31, 2014, 01:31:29 AM
Quote from: SickAlice on October 30, 2014, 01:20:00 PM
Noticed the Joker question: purple or green is about standard for most Jokers effects in the comics. Blood of course for anything he does using a typical weapon though (gun, blade, waylay, et cetera).

Excellent, thank you my friend. I had put those on hold until I received a response, so now I can move forward.

Quote from: SickAlice on October 30, 2014, 01:20:00 PM
Late to the party. Reading this thread a little so I can try and learn some things.

While I am far from being anything above a "C List" FX'er, if there's anything I can do to help you out, definitely feel free to ask.
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on November 05, 2014, 02:07:48 PM
Quote from: Cyber Burn on October 18, 2014, 03:05:57 PM
New question time (Yay!): If I want to shrink the "Core.Nif" of an FX, would I do it at the "Scene Root"?

In this case I'm referring to Alchemiss' "Arcane Bolt" FX, which has multiple pieces attached to it.

Thank you in advance for any help on this.

Just want to give this one a little bump. Any advice on this would really be appreciated.
Title: Re: Cyber's FX Questions
Post by: hoss20 on November 05, 2014, 07:42:19 PM
Sorry, I missed this question when first asked. Scaling the Scene Root should do the trick and since it has multiple pieces, it's probably the best way to go.
Title: Re: Cyber's FX Questions
Post by: Cyber Burn on November 06, 2014, 03:56:14 AM
Thanks Hoss, that's what I was thinking, but I'm in the mindset that changing size should be done in the "Handle" Node of the Nif, and I've been a little off lately. I should have just experimented and tried to figure it out before I posted, a  :doh: moment, I guess.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on November 24, 2014, 04:02:59 PM
Just to give myself a little motivation (And a kick in the tail to get these done), I figured I would post an approximate list of what I currently have in progress:

Electro (Marvel Comics) - 16 FX to allow for variety.

Joker (SickAlice's "DOTF" Version) - 5 FX

Superman (DC Comics) - 2 FX (Cold Breath - 2 Versions to allow for variety, thinking about 2 more)

Cyber Burn (Avatar) - 9 FX

Shield Throws (Using Murs' and AA's Shield Textures) - 6 FX

Rock Python (Marvel Comics) - 8 FX (Serpent Society kicks tail, so I'm open to suggestions for other Characters)

The Shield Throw FX's are only possible because of Hoss20's initial work, and by permission given from Murs and AA.

There are others that are just at the starting stage, but the ones listed above are closer to being finished.

These are all for FFvt3R because most of the Meshes these are for are for FFvt3R.
Title: Re: Cyber's FX Thread
Post by: AfghanAnt on November 25, 2014, 06:13:01 PM
I'm looking forward to these. :)
Title: Re: Cyber's FX Thread
Post by: SickAlice on November 25, 2014, 09:31:03 PM
^ same thing.
Title: Re: Cyber's FX Thread
Post by: spydermann93 on November 25, 2014, 11:07:23 PM
I'm super excited to see what you come up with, Cyber!

You haven't failed to impress so far :P
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on November 26, 2014, 05:50:21 AM
Thanks guys, in all honesty, the biggest delay has just been that I've been a bit burnt out with dealing with FFEdit and installing the FX. I've also been having some color issues with some of Electro's FX which has been a bit frustrating.  :banghead:
Title: Re: Cyber's FX Thread
Post by: windblown on November 28, 2014, 12:05:56 AM
That sounds promising Cyber, can't wait to see those fx, especially Electro's and the cold breath ones.
And to burn out with the fx is normal, just take a break from them for a while and it'll be okay when you go back to work on them.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on December 04, 2014, 03:22:20 PM
Well, the good news, is that, with the exception of Rock Python's FX, the rest have been set up in my (FX.Dat), which leaves me with the (Sounds.Dat) to work on.

The bad news, at least for me, is that I keep all of these on my USB Drive as a back up. Unfortunately while I was backing up my files last night, instead of copying from my PC to my USB, I copied from my USB to my PC.  :banghead:

Since I only copied my "generic" and "_textures" folders, my (.Dat) Files should be fine. It's mostly the textures that I'm concerned about, and unfortunately, I won't have time until this weekend to check them out.

Murphy's Law strikes again. I apologize to those who I promised these FX to for yet another delay.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on December 30, 2014, 09:59:52 PM
I want to start putting up Screen Caps of my FX. Basically, this is an attempt to get some feedback so I can improve on what I'm doing. I've been trying to re-do the FX that I lost ( :banghead:), but I haven't been totally happy with them.

First off, we have the Gas Grenade for SickAlice's "DOTF_Joker":

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/DOTF_Joker_Gas_Bomb_001_zpsea69619c.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/DOTF_Joker_Gas_Bomb_001_zpsea69619c.jpg.html)

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/DOTF_Joker_Gas_Bomb_002_zps2d712f5c.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/DOTF_Joker_Gas_Bomb_002_zps2d712f5c.jpg.html)

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/DOTF_Joker_Gas_Bomb_003_zps076d065a.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/DOTF_Joker_Gas_Bomb_003_zps076d065a.jpg.html)

Ideally, I would have liked to have had the Text appear as the Starting point, but I'm going blank on an FX that does that. I know I still need to re-size the Gas Grenade again, as it's still a bit difficult to see, and I also think I need to darken up the Gas effect some more as well.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on January 10, 2015, 06:11:22 PM
Just a little update to keep me motivated:

Electro (Marvel Comics) - In the process of adding these to my (Sounds.Dat), plus I still having some color issues that need to be addressed.

Joker (SickAlice's "DOTF" Version) - Added 2 more FX, for a total of 7, but I think I'd like to get some feedback before releasing these.

Superman (DC Comics) - Wasn't happy with the new versions, so I want to re-do them.

Cyber Burn (Avatar) - Need to fix one of the Ranged Attacks, but otherwise, I think I'm done.

Shield Throws (Using Murs' and AA's Shield Textures) - Kind of finished, but I think I'd like to get some feedback before releasing these.

Rock Python (Marvel Comics) - Still haven't gotten around to adding these to my Dat Files yet.


I know I'm not quite finished with all of these yet, but would anyone be interested in Beta Testing what I currently have? I prefer not to release something that I'm not happy with, and I'm hoping a second or third set of eyes will help me figure out what exactly I'm not happy with.

I should mention that these are for  :ffvstr: only.
Title: Re: Cyber's FX Thread
Post by: SickAlice on January 13, 2015, 08:06:07 AM
LOL! I absolutely love it. Glad your taking your time. I'll test some Joker ones for sure. I'm pretty familiar with how his effects and style look.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on January 13, 2015, 02:18:10 PM
Quote from: SickAlice on January 13, 2015, 08:06:07 AM
LOL! I absolutely love it. Glad your taking your time. I'll test some Joker ones for sure. I'm pretty familiar with how his effects and style look.

That would be awesome!!! I'll send you the Joker stuff tonight. I wanted to make sure that each FX was unique, so I'm not sure how Comic accurate the FX will actually be, so I'm definitely going to be glad to get some input.
Title: Re: Cyber's FX Thread
Post by: Amazo Version 2.2 on January 13, 2015, 08:18:18 PM
hook me up. i'd love to get a preview of what you have.
Title: Re: Cyber's FX Thread
Post by: SickAlice on January 13, 2015, 08:40:13 PM
My two cents, has the feel of the character > accurate to the comic. Since the game is a different medium, like movies or animation trying to do exactly what's on paper won't always translate in this case to 3d space and game movement. It's better (again IMO) to focus more on what really speaks for the character than trying to make a duplicate of what's in a 2-dimensional line drawing. Basically like making a movie, it is important to make note of the source material but only second to trying to just make good art itself.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on January 15, 2015, 01:00:10 AM
The bad part is, I haven't read anything with the Joker in a looong time, so I didn't have a visual reference when creating these. Even doing a Google Image search let me down.

And, like I said, don't worry about offending me, I would rather have honest feedback so I can make improvements. I am always open to suggestions.
Title: Re: Cyber's FX Thread
Post by: SickAlice on January 15, 2015, 05:16:37 AM
No prob. Probably need an extra day though. My allergies are pretty unforgiving today, feels like someone poured a bag of sand into my face. I want to be able to see straight when I look at them. I'm more confident that I'll check them out and find you did an awesome job like you did everything else so far. Trust me I know how easy it is to scrutinize your own stuff down to the letter. The only time I actually liked part of anything I ever released was when I wasn't one that made that part. But mind everything is also subject to the Looking Glass.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on January 15, 2015, 02:09:08 PM
I can completely relate to the allergies issue, and depending on what's affecting my allergies, I also have to worry about my asthma getting triggered as well.

As for the FX, take your time, I have quite a bit of course work to do between now and Saturday, so I most likely won't do very much FF related stuff until then.
Title: Re: Cyber's FX Thread
Post by: SickAlice on January 15, 2015, 05:59:18 PM
Seems like the asthma and allergies are usually a package deal. I'm pretty sure its mold for me right now since every things airtight for winter.

Used the FX, everything looks and sounds perfect. Not really anything to note here. I read you wrong before when you said you couldn't find examples, now I get it though. Joker in DOTF was rarely shown using any FX types is why there's no examples, just that he had accessories on hand should he choose to use them so there really wasn't a wrong way to go with this one. Off hand I only recall him 1.) Fighting and being above his norm in h2h 2.) using a ball peen hammer and pipe wrench 3.) using the usual green joker gas 4.) He tossed out some clattering gag teeth at some point, I think they wrapped a tangle line around Batman. All of mine were pink but I messed up and installed them in the main directory where I'm supposed to put the nifs and textures in my FFX directory (I seriously always forget this). Else they line up with his in hand gear exactly.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on January 16, 2015, 02:18:29 PM
Cool, I'm glad you like them. I have to admit, I was a bit worried about the Nail Gun FX's and the Gas Grenade. The Nails took some re-sizing to make them visible, so I was worried that they may look too big. With the Gas Grenade, the purple laughter on the end of the FX seemed too light, I think I still want to darken it up a bit.
Title: Re: Cyber's FX Thread
Post by: Amazo Version 2.2 on January 16, 2015, 05:55:17 PM
there are a lot of fx here  :D, i didn't realize you had so many. i haven't had time to give most of these as good of a look as i want to, but i like what i'm seeing so far. from what i'm seening, i'd say to check electro's transitions from start to core to end. i think it's more visable on the projectile fx's. maybe check the settings for where the melee fx's go. the super breath fx may need a color check for what you're going for, but are good otherwise. you already mentioned the joker's gas fx, so i won't repeat it. i'll check more out when i can, and give another report.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on January 17, 2015, 08:24:53 AM
Much appreciated Robot. I'll try to get back to Electro's FX this weekend, see if I can clean them up, I may need to just start over though in order to give them a better flow. I really want a better contrast between the Green and Purple on the Joker's Gas Grenade, but I'm having trouble figuring that one out.

Quote from: SickAlice on January 15, 2015, 05:59:18 PM
4.) He tossed out some clattering gag teeth at some point, I think they wrapped a tangle line around Batman.

That actually sounds kind of cool, starting to feel a little burnt out though, but I may have to keep this in mind for later.



My first attempt at a Fireball FX for Mario failed...much worse than I had expected it to. Fortunately, I still have a few more ideas to try.
Title: Re: Cyber's FX Thread
Post by: SickAlice on January 17, 2015, 05:29:59 PM
I think you think should pass on the teeth thing personally. It impresses me as something that looks good on paper (actually it looked pretty hokey there too) but would translate poorly to game. A ground based teeth that acts like a proximity mine may look okay in 3d space though. As far as Mario that still means your further along than the rest of us. Like I said I would just fake the look (doesn't actually ricochet, just spins and moves up and down a little).
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on January 17, 2015, 05:51:57 PM
Quote from: SickAlice on January 17, 2015, 05:29:59 PM
As far as Mario that still means your further along than the rest of us. Like I said I would just fake the look (doesn't actually ricochet, just spins and moves up and down a little).

Getting the spin on the Fireball was actually fairly simple, the big issue will be getting it to look like it's moving up and down. I feel like a bonehead here though, I really just over complicated things with my first attempt, so I think it was pretty doomed to begin with. I still have a few more ideas to try though, hopefully one of them will work.
Title: Re: Cyber's FX Thread
Post by: SickAlice on January 18, 2015, 05:22:55 AM
Personally I would be okay with a fireball that does whatever. I just use a generic one from Irrational as it is. I know someone else requested otherwise, though to me adding bouncing to it sounded like it would just muck it anyways. Though I'm not competent enough when it comes to FX to say otherwise. My earlier opinion always stands and here as well: As long as looks good in game, even if it doesn't match the source material.
Title: Re: Cyber's FX Thread
Post by: Amazo Version 2.2 on January 21, 2015, 03:22:43 PM
i looked at all 3 of your mario fireballs over the weekend. like you said, your first version i don't think would have worked, even if you were able to get the animated textures working. the 2nd version was kind of amusing, but i don't think it quite worked right. the 3rd version, the straight up spinning fireball is probably going to be your best bet. i'd say to go with that for the final version. i haven't had a chance to look at the new superman fx yet, but i'll try soon. the shield fx weren't bad, but i would consider switching out the end to something more simple, but that's just my opinion.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on January 23, 2015, 01:38:57 AM
Quote from: SickAlice on January 18, 2015, 05:22:55 AM
Personally I would be okay with a fireball that does whatever. I just use a generic one from Irrational as it is. I know someone else requested otherwise, though to me adding bouncing to it sounded like it would just muck it anyways. Though I'm not competent enough when it comes to FX to say otherwise. My earlier opinion always stands and here as well: As long as looks good in game, even if it doesn't match the source material.

With my current Skill Level being what it is, I don't think that there is any way that I could match the source material on this. I currently have a Spinning Fireball that doesn't look too bad, so I just need to get a satisfactory Start and End to this. (Though I am thinking of adding a flaming effect to the Fireball, just to see what it looks like.  :D)


Quote from: Amazo Version 2.2 on January 21, 2015, 03:22:43 PM
i looked at all 3 of your mario fireballs over the weekend. like you said, your first version i don't think would have worked, even if you were able to get the animated textures working. the 2nd version was kind of amusing, but i don't think it quite worked right. the 3rd version, the straight up spinning fireball is probably going to be your best bet. i'd say to go with that for the final version. i haven't had a chance to look at the new superman fx yet, but i'll try soon. the shield fx weren't bad, but i would consider switching out the end to something more simple, but that's just my opinion.

As long as it's your honest opinion, I am glad to have it. I had based the End Nifs on the one that came with Renegade's Shield Throw FX's (I think), but I'll take another look at them. As for the Fireball, I think V2 was going to be as close as I could get to a bounce, but I just really wasn't happy with it. V3 is probably going to be the one that I go with here. Thanks for taking the time to go through these, it is definitely appreciated.  :thumbup:
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on January 31, 2015, 10:26:32 PM
So I have a somewhat working Fireball for Mario. I started with Gren's "Spinning Axe" FX, then imported a Fireball from SickAlice, and added flames from Irrational's Centurion's "Flaming Spear" FX. I adjusted the spin and relocated the flames, but as much as I wanted, there was no way to get a "Bounce" effect that actually looked good.

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/FireBall_Pic_01_zps6d0350ad.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/FireBall_Pic_01_zps6d0350ad.jpg.html)

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/FireBall_Pic_02_zpscad63456.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/FireBall_Pic_02_zpscad63456.jpg.html)

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/FireBall_Pic_03_zps0ab55e22.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/FireBall_Pic_03_zps0ab55e22.jpg.html)

I tried getting a video, but I couldn't get it to work right. While I'm pleased with the Fireball itself, I'm not sure I'm happy with it as a "Mario Fireball". Would anyone be willing to be a guinea pig for me by checking this out in game and providing some feedback?
Title: Re: Cyber's FX Thread
Post by: spydermann93 on January 31, 2015, 11:57:21 PM
Lookin' good, Cyber! :thumbup:

If you send it to me, I can most likely test it out, tomorrow :)
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 01, 2015, 12:25:19 AM
You have mail Spyder, thank you!  :thumbup:
Title: Re: Cyber's FX Thread
Post by: windblown on February 01, 2015, 01:13:21 AM
Can I have it too? from the pictures I'd say it looks good.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 01, 2015, 01:40:39 AM
Quote from: windblown on February 01, 2015, 01:13:21 AM
Can I have it too? from the pictures I'd say it looks good.

Thank you WindBlown, I just hope the actual FX lives up to that. You have mail as well.
Title: Re: Cyber's FX Thread
Post by: BentonGrey on February 01, 2015, 04:41:26 AM
Hey CB, sorry I've missed out on all this great work you've been doing.  Your FX are looking great man!
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 02, 2015, 12:54:13 AM
Thank you Benton, I needed to take a break from some of the other ones that I was working on, they weren't turning out how I wanted, and I was getting a bit frustrated.

So I am currently working on some FX for SickAlice's Retro Characters, with this being the basic list:

Mario

FireBall
IceBall
Green Shell
Big Fist
MegaVitamins


Bowser

Bullet Bill
Thwomp
Hammer Throw
Roar


Princesses

Various Weapons
Various Vegetables


Yoshi

Yoshi Egg


Hammer/Boomerang Brothers

Hammer
Boomerang


Donkey Kong

Banana Peel
Hammer
Barrel


These will be done in no particular order, mainly I'll work on these as I have free time. So far, I currently have a Fire Ball, Ice Ball, and Green Turtle Shell for Mario, and the Yoshi Egg, and Bullet Bill are currently in progress. Unfortunately, though, Bullet Bill is giving me some grief in the Mapping department, not a major issue, but my OCD may make me start over from scratch.

For those that I sent the Mario Fire Ball to, whatever feedback you have would be awesome. Let me know if you think it's releasable.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 03, 2015, 12:21:57 AM
 :charonwow

I'm just going to say that WindBlown is the Jedi Master of NifSkope.  :D
Title: Re: Cyber's FX Thread
Post by: SickAlice on February 03, 2015, 09:16:42 AM
Looks great but I have confidence in you. And WB totally is.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 07, 2015, 03:23:05 PM
Thanks to WindBlown's instructions, we now have a bouncing FireBall for Mario, and as soon as I modify it a little further, we will have a bouncing IceBall too!  :thumbup:
Title: Re: Cyber's FX Thread
Post by: spydermann93 on February 07, 2015, 07:26:07 PM
HUZZAH!!! :thumbup:
Title: Re: Cyber's FX Thread
Post by: BentonGrey on February 09, 2015, 05:02:32 AM
Hey CB, where do you have your FX uploaded?
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 09, 2015, 05:12:02 AM
Anything that was ready to be released has been sent to Alex for a possible inclusion in the next EZFX, but I think I had sent all of those to you as well for your MA Mod. Everything else is still a Work in Progress and isn't quite ready for release.
Title: Re: Cyber's FX Thread
Post by: windblown on February 09, 2015, 08:28:19 PM
Quote from: Cyber Burn on February 07, 2015, 03:23:05 PM
Thanks to WindBlown's instructions, we now have a bouncing FireBall for Mario, and as soon as I modify it a little further, we will have a bouncing IceBall too!  :thumbup:

Cool! Can't wait to see it! :)
Title: Re: Cyber's FX Thread
Post by: BentonGrey on February 10, 2015, 01:24:36 AM
Cool!  I can't wait for a new EZFX!

I was just curious for future reference (like the next time I misplace the awesome stuff you send me).
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 10, 2015, 04:21:34 AM
Unfortunately, I'm still trying to fix some of the FX's that I messed up a while back. I haven't had as much FF time as I'd like, so I'm still a bit behind. I'm hoping that maybe Saturday or Sunday will provide some time to get caught up. If that happens, then I should have some more stuff for you.  :D
Title: Re: Cyber's FX Thread
Post by: SickAlice on February 10, 2015, 09:10:42 PM
Beta testing after dinner. Question: Do the textures go in the _textures directory or remain in their individual FX directories. I know the former is the usual course though I'm only double checking since this isn't indicated in the set-ups and I don't want to go through the files again. Thanks.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 10, 2015, 11:29:09 PM
Yeah, the Textures (Should be DDS Files) will go into the "_textures" File. I normally try to have a "generic" and a "_textures" Folder with the correct Files in them since it makes it easier to just drop and go, but between the increase in my Migraines, and issues with Work and School, I must have zoned out a bit when packing these up.
Title: Re: Cyber's FX Thread
Post by: SickAlice on February 11, 2015, 01:00:08 AM
Thanks, just making sure. Trust me your allowed. I have a lot of mounting stuff myself. Needless to say I got foggy enough that I couldn't recall whether or not I'd actually taken a shower yesterday or not. Then I came to the conclusion that it was Monday rather than Friday as I had previously believed.  :huh:

Okay, I tried them out using Mario in the City against stubs (mbeffects in my game). They look great especially the fireball bounce effect. No defects that I could see. Thanks to you and to Windblown for these great things. Hopefully I can off my duff and return the favor soon.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 11, 2015, 05:25:16 AM
All credit goes to WindBlown here, I never would have gotten that bounce effect without his instructions.
Title: Re: Cyber's FX Thread
Post by: SickAlice on February 11, 2015, 09:39:04 PM
Nah, your both awesome!  :thumbup:
Title: Re: Cyber's FX Thread
Post by: Amazo Version 2.2 on February 25, 2015, 08:33:52 PM
Quote from: SickAlice on February 11, 2015, 09:39:04 PM
Nah, your both awesome!  :thumbup:

agreed  :thumbup: but now i am curious, what's next?
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 26, 2015, 12:00:40 AM
As for what's next...

Quote from: Cyber Burn on January 10, 2015, 06:11:22 PM
Just a little update to keep me motivated:

Electro (Marvel Comics) - In the process of adding these to my (Sounds.Dat), plus I am still having some color issues that need to be addressed.

Joker (SickAlice's "DOTF" Version) - Added 2 more FX, for a total of 7, but I think I'd like to get some feedback before releasing these.

Superman (DC Comics) - Wasn't happy with the new versions, so I want to re-do them. Still not happy with these, so another update is in order.

Cyber Burn (Avatar) - Need to fix one of the Ranged Attacks, but otherwise, I think I'm done.

Shield Throws (Using Murs' and AA's Shield Textures) - Kind of finished, but I think I'd like to get some feedback before releasing these.  Still not happy with these, so another update is in order.

Rock Python (Marvel Comics) - Still haven't gotten around to adding these to my Dat Files yet.  Haven't touched these yet, kind of burned out still on FFEdit.


Quote from: Cyber Burn on February 02, 2015, 12:54:13 AM
So I am currently working on some FX for SickAlice's Retro Characters, with this being the basic list:

Mario

FireBall
IceBall
Green Shell
Big Fist
MegaVitamins


Bowser

Bullet Bill
Thwomp
Hammer Throw
Roar


Princesses

Various Weapons
Various Vegetables


Yoshi

Yoshi Egg


Hammer/Boomerang Brothers

Hammer
Boomerang


Donkey Kong

Banana Peel
Hammer
Barrel


These will be done in no particular order, mainly I'll work on these as I have free time. So far, I currently have a Fire Ball, Ice Ball, and Green Turtle Shell for Mario, and the Yoshi Egg, and Bullet Bill are currently in progress. Unfortunately, though, Bullet Bill is giving me some grief in the Mapping department, not a major issue, but my OCD may make me start over from scratch.

I should probably send what I do have finished to Alex, and see if he's interested in adding them to his EZFX, but otherwise, I still have quite a bit to do.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on March 27, 2015, 12:03:50 AM
My original Post:

Quote from: Cyber Burn on March 26, 2015, 09:27:34 PM
I'm messing with the "Anvil_Drop" FX that is found in Bujin's section of FXForce. I had planned on Skoping it into a new FX, but I can't seem to get the original to work for me. That said, does anyone have a working "Anvil_Drop" FX for FFvt3R that they could send me please? Also, I don't know if I have the correct settings in FFEdit for the FX. If someone could hook me up with those as well, I would definitely appreciate it. Thank you.

My updated Post:

Quote from: Cyber Burn on March 26, 2015, 09:42:04 PM
Ok, the "Anvil_Drop" FX does work (Yes, I'm a bonehead, I know). However, the only way that you can see the FX, seems to be if you have the camera looking down from right over it. Does anyone happen to have suggestions on how to make the Anvil visible from a lower angle?

Even though I am still working on Mario's FX, I figured I would start the one's for Bowser as well.

Bullet_Bill: Because of the Mapping issues I was having, I downloaded a new copy of this from: http://www.models-resource.com/
I played around with it in Blender (Not that I really had any clue what I was doing), and exported it as a Nif File. Currently, I have a somewhat working "Bullet_Bill" FX.

Thwomp: This is the FX that I'm having issues with. While testing it out, over and over again, whatever I used it against received damage, but I couldn't see the Core Nif. Now, however, I figured out that if you're looking down at whatever the victim is from a high camera angle, then you can see it. Not happy with this, so it still needs work.

Roar: Somewhat working, but I think I need to find a way to move it higher, currently, it looks like it's coming from Bowser's stomach.

Hammer: I haven't started this one yet, I haven't found a Hammer that I'm happy with yet. I'll try and post a pic of what I'm looking for.
Title: Re: Cyber's FX Thread
Post by: Amazo Version 2.2 on April 06, 2015, 02:39:02 PM
if you want, let me know if you need a tester. and if you want, post a pic of the hammer you want and i'll try to help you find one.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on April 08, 2015, 03:57:52 AM
Yeah, let me figure out what I did to my Dat Files (I'm using different ones for each FX Group), and I'll get back to you.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on April 08, 2015, 01:17:16 PM
Quote from: Amazo Version 2.2 on April 06, 2015, 02:39:02 PM
if you want, let me know if you need a tester. and if you want, post a pic of the hammer you want and i'll try to help you find one.

Here's a pic of the Hammer I'd like to use for Bowser, I'd appreciate any help finding one.

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Bowser%20Hammer_zpsk8nglcut.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Bowser%20Hammer_zpsk8nglcut.jpg.html)
Title: Re: Cyber's FX Thread
Post by: hoss20 on April 08, 2015, 03:56:40 PM
The hammer from Irrational's Order is pretty darn close and the good thing, unlike a lot of their meshes, is that the mesh is not all one piece and the hammer is separate. The handle might be a touch long, but that can be adjusted.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on April 08, 2015, 11:25:46 PM
Much obliged Hoss, I'll check that out to see how it works. Thank you.
Title: Re: Cyber's FX Thread
Post by: Amazo Version 2.2 on April 10, 2015, 04:52:47 PM
Quote from: Cyber Burn on March 27, 2015, 12:03:50 AM

Roar: Somewhat working, but I think I need to find a way to move it higher, currently, it looks like it's coming from Bowser's stomach.


i was looking at the bowser mesh in nifskope, and i noticed that there was a "Bip01 Head" node, and a "dragonhead" node. the dragonhead is a bit higiher than the head. when you're setting up your roar fx in ffedit, which node are you using?
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on April 11, 2015, 02:51:04 AM
I was using the "Head" Node, but now I'll have to try the other. Thank you Robot.  :thumbup:
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on April 11, 2015, 06:25:34 AM
That seems to have fixed my issue with the "Roar" FX, now if I could just get my "Thwomp" FX to work right, I'd be good to go.  :D
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on April 17, 2015, 11:27:18 PM
"Thwomp", "Roar", and "Bullet Bill", respectively. All 3 still need some work, but I'm getting there.  :D

Spoiler

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Retro_Thwomp_01_zpsnhkhsjzr.png) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Retro_Thwomp_01_zpsnhkhsjzr.png.html)
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Retro_Thwomp_02_zpspazoyrys.png) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Retro_Thwomp_02_zpspazoyrys.png.html)
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Retro_Thwomp_05_zpsmpqusict.png) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Retro_Thwomp_05_zpsmpqusict.png.html)

Spoiler

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Retro_Roar_01_zpsocfe2jq0.png) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Retro_Roar_01_zpsocfe2jq0.png.html)
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Retro_Roar_02_zpsijhk4tfy.png) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Retro_Roar_02_zpsijhk4tfy.png.html)
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Retro_Roar_04_zps0hstoww7.png) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Retro_Roar_04_zps0hstoww7.png.html)
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Retro_Roar_05_zpszvdmgmxv.png) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Retro_Roar_05_zpszvdmgmxv.png.html)

Spoiler

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Retro_Bullet_Bill_01_zpsrnphlcfs.png) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Retro_Bullet_Bill_01_zpsrnphlcfs.png.html)
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Retro_Bullet_Bill_02_zpssrtedyrb.png) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Retro_Bullet_Bill_02_zpssrtedyrb.png.html)
(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Retro_Bullet_Bill_03_zps0e8vpvot.png) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Retro_Bullet_Bill_03_zps0e8vpvot.png.html)
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on April 19, 2015, 08:46:35 PM
Unfortunately, my production rate is going to be reduced to an extremely slow rate. Between Work, Class, Family issues, and me just not feeling well in general, I'm finding myself with less and less time to work on my FX. I had already sent quite a few FX to Alex for a possible inclusion in his next EZFX, but the next batch won't make it to him any time soon.

As for what I'm now working on, or have finished, we're looking at:

Shield Throw – Captain Grand Fenwick

Easter Egg – Explosion

Easter Egg – Fire

Easter Egg – Gas

Easter Egg – Ice

Easter Egg – Sonic

Easter Egg – Tangle Wire

Bowser – Bullet Bill

Bowser – Roar

Bowser – Thwomp

Banshee – Multiple FX's

Boomer (Boom Boom) – Time Bomb

Cable – Updated Eye Repel

There are others in the works at various stages, but these are closer to completion.

With the exception of the Shield Throw, the rest are for FFvt3R. I'll try to release these as I finish them, but that would mean that you guys would have to input everything into FFEdit as you go. I'll still take Requests, if they're specifically for me, then feel free to post your FX Request here. I can't promise that it will get filled quickly, but I'll do my best.
Title: Re: Cyber's FX Thread
Post by: SickAlice on April 20, 2015, 02:35:32 AM
Sorry to hear your not feeling well more than anything else and of course you know dedicating your time and energy to your wellness is priority. My problems are acting up again, having problems walking, in pain and in bed a lot again. On the plus side that actually gives me more time to work on Freedom Force stuff as well to see movies. I finally saw Days Of Futures Past. Heck, I almost feel like I exist in this era, lol. Anyways feel better friend. Sorry I missed out on this Bowzer stuff. Yeah, I deformed the heck out of all the nodes on that one, sorry. It was either that or go through every keyframe value and redo the math for each to make it out so I took the easy way out. Sorry for any conflicts that caused.
Title: Re: Cyber's FX Thread
Post by: Amazo Version 2.2 on April 20, 2015, 02:23:52 PM
i wonder if you add a separate additional weapons node if you can get around that.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on April 20, 2015, 11:14:29 PM
Hmmm...That's a thought, maybe I'll try messing around with that this weekend.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on April 21, 2015, 02:34:35 AM
Quote from: SickAlice on April 20, 2015, 02:35:32 AM
Sorry I missed out on this Bowzer stuff. Yeah, I deformed the heck out of all the nodes on that one, sorry. It was either that or go through every keyframe value and redo the math for each to make it out so I took the easy way out. Sorry for any conflicts that caused.

Sorry, I meant to reply to this earlier, no need to apologize my friend. I like a challenge, so I look forward to figuring this out.  :D
Title: Re: Cyber's FX Thread
Post by: SickAlice on April 24, 2015, 04:57:59 PM
If you need any help let me know. I still have the work files for that one. When I move nodes I usually make a text file where I list the original positions of the nodes and the differences I made. Likewise though you could open up jik's dragon in nifskope and Bowzer and do a comparison. Mostly the adjustments there were made to the head, jaw and neck nodes. 
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on April 26, 2015, 04:28:43 AM
Bowser's "BulletBill" FX now works. I took Amazo's advice and added a new Weapon Node to the Mesh, moved it to right in front of Bowser, and named it "Bullet_Bill". Next I renamed the Start Node in FFEdit to "Bullet_Bill". Now, the FX is pretty much good to go. If Sick Alice doesn't mind, when I release the FX, I'll release the updated Character Nif for Bowser as well. Or if someone needs the Mesh sooner, I could E-Mail it out (With SA's permission first). Now I just need to figure out how to fix the "Thwomp" FX.  :banghead:

My Banshee FX's, not quite turning out the way I planned, so they still need quite a bit of work.

Rock Python's FX are coming along, but I still need to make some adjustments to them.



Of course, I don't think I've touched the "Sounds" DAT File yet. For some reason, I tend to get burned out quicker going through that one.  :thumbdown:
Title: Re: Cyber's FX Thread
Post by: SickAlice on April 28, 2015, 06:15:20 PM
Go ahead. In fact if you want email me the updated mesh and I'll replace the one my site with it and make an announcement that he's at 2.0. That way we can prevent people from getting the old one.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on April 28, 2015, 08:05:46 PM
Quote from: SickAlice on April 28, 2015, 06:15:20 PM
Go ahead. In fact if you want email me the updated mesh and I'll replace the one my site with it and make an announcement that he's at 2.0. That way we can prevent people from getting the old one.

Perfect, you have mail!  :D
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 22, 2016, 04:02:53 AM
Just out of curiosity, has anyone ever seen Alchemiss' "Ward" Passive Defense FX  actually work in FFvt3R? I've spent half the day experimenting with it so I can make some new Passive Defense FX's, but for the life of me, I can't get this to work.  :banghead:
Title: Re: Cyber's FX Thread
Post by: BentonGrey on February 22, 2016, 05:58:47 AM
Just a quick note, CB, I've been testing some Marvel Adventures missions featuring several characters you created FX for, and I just wanted to say how awesome they looked.  They really look rather stupendous in action.  Thanks for the help, my friend!
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 22, 2016, 07:17:22 AM
Thanks Benton, I'm glad that I was able to help out. I've spent the last Month or so trying to clean up my Files, and get myself organized, I found all my unfinished FX, so I figured I'd start some new ones while I figure out where I left off on the old ones. My WIP File has about 100 FX in it, and I have no clue as to what's what. I had also wanted to redo a bunch of my Skopes before I started Classes back up, but I'm thinking it's going to either be the FX or the Skopes, I don't think I'll have time for both.  :(
Title: Re: Cyber's FX Thread
Post by: Amazo Version 2.2 on February 22, 2016, 03:24:56 PM
my fx folder is a disaster zone right now, so i can't really help you there, but maybe i can help you with some of your skopes and save you some time. if you're interested, just pm or e-mail me.
Title: Re: Cyber's FX Thread
Post by: Cyber Burn on February 23, 2016, 07:19:13 AM
Thanks Robot, I'll definitely keep that option open. I think, though, at least for right now, I just want to get through as many of my FX as I can and get those finished up. Once those are finished, then I'll start worrying about my Skopes.

Title: Re: Cyber's FX Thread
Post by: Cyber Burn on April 02, 2016, 05:12:13 AM
Would anyone be willing to Beta Test some FX for the Squadron Supreme's "Doctor Spectrum"? I had originally made them for Amazo, but his Computer is down, so he can't test them now. Would anyone like to step in and send me some feedback? I have them all already set up in the FX.Dat, but I'm holding off on the Sounds.Dat until I'm satisfied with the Nifs and Textures.
Title: Re: Cyber's FX Thread
Post by: Amazo Version 2.2 on April 02, 2016, 03:58:54 PM
noooooooo!!!!!!!!!!! why did my computer have to blow up now? I've been looking forward to these for so long, now I really need to get a new computer.