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how I can make an ffx last longer?

Started by heroidosilencio, December 03, 2016, 09:57:07 PM

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heroidosilencio

What  is the  way to extend the length of time that an FX run?

how I can make an ffx last longer?

I made an ffx  similar to a green jet made by the ring of Hal Jordan.

The (START) green jet appear (but it appears very quickly)
The (core) green canon appears, just like bullets and runs to the target
And then, in the (END) we have the esplosion.

The sad thing is that the green jet disapear very fast after dropping the bombs... I would like to fix it and make the (start file), I mean, the GREEN JET last longer during the game

Cyber Burn

OK, I found the Notes I copied for My Captain America Rally. The Good news, is that they kind of address what you want, extending the length of an FX. The Bad news, is that they are pretty much specific to the FX that I was using for this. I'd be glad to make them available though, if you want to try and see if you can use them for what you need, just remember to back your work up first.

heroidosilencio

Oh, I would like very much to try. Can I have it, please?

Cyber Burn

Actually, I'll do this a little better. Here's a link to the Thread in the NifSkope Forums that I got the information from. I think if you see the context of what's being said, it may help a little better.

http://niftools.sourceforge.net/forum/viewtopic.php?f=19&t=6068

heroidosilencio

Unfortunely, I failed.
If someone would like to try here it is:

http://www.mediafire.com/file/d4u8b2hc2k733b8/Jets+Green.rar

I think it is worth of a try, because seem that it have got really cool. It is a shame that I could not make the airplane last more than 3 seconds


Here there is a ffx for AQUAMAN. A shark... And a jedi power with a cool song.

http://www.mediafire.com/file/r9ddndj19iv9dwp/shark.rar

http://www.mediafire.com/file/z51kxbc7j2429bi/jedi-force.rar



Jimaras8

Hey so if i want a projectile start.nif to start two seconds later and come out when the character raises his weapon, how can i be done? Which values should i change in nifkope? I haven't figured it out yet since nifskope is soo intimidating and i'm scared of messing the nifs up  :blink:

MarvelHero

I also want this for the end fx for stasis effect.

Is it possible for a web or lantern cage fx to last 1 to 3 seconds longer?

Even if the power ends abruptly.
Freedom Force Fan.

SickAlice

I don't work with FX much so I don't know the ins and outs but with any animation you look at keyframe controllers which have a little flag icon next to them, say particle emitters, animated textures, keyframes and of course FX. Click on them with Block Details visible and you will Start and Stop times. Generally just make sure all of the keyframes in the same nif have the same exact Start and Stop times. Different times can cause glitches in the game.



MarvelHero

Thanks. I will try to tinker again with fx.
Freedom Force Fan.

Jimaras8

So i tried to change the start and stop times in all keyframe nodes and it didn't work. The point is most nifkeyframecontroller have the same start and stop times and one doesn't. For example in the start.nif of aff_xbeam_orange most nkc has a 0.0000/1.5000 start and stop time but one has 0.0000/3.0000. I don't know if that's relevant. I also wanted to ask if i need to change the values of the quatkeys in every nifkeyframadata node below the nifkeyframecontroller node since those have values from 0.0000 to 1.5000 as well.

I'm sorry if this is a lot but i only know very basic things about keyframes and so far nothing has worked

SickAlice

Yeah it's relevant. Again I don't work much with keyframes but in the event of say character keyframes you want every single time value within a keyframe to match other. In that case what happens is bugs if you don't, like parts of the model blinking in and out for example (like two different end time values on a leg node just to visualize this). So you want to match all of that. And I don't know what files but new and newly named files as not to destroy any originals.

It's a lot of stuff I haven't played with (though coming near to looking at leave hand values for TMNT actually). Nor has anyone here I think? Most of us sort of rely on optical illusion in game or "good enough" and FX from character hand to FX is usually not factored in. Notable in your case because you need to figure out the math for those ranged animations in the character as well of course which can get messy.

At any rate I'm not the expert (partly due to a lack of a codex, I wish there was one) and just know those basic functions of Nif formats. You guys who are otherwise testing are the one's figuring out the settings and paving the way. Too busy working on 3d models on my end. Well? Everything is off my drive for awhile and backed up so I can finally upgrade to 11 today (10 support expired) so I'm not even doing that much. My biggest wishes in this community were always that I had lists of settings add for FFX and otherwise just took some more classes on coding. But I didn't so I am not much help for the finer points of this stuff, sorry. I just animated a few textures and manually made an animation or two in my own works.

Though again from what your trying to accomplish I can say the most important thing I learned is the more complicated you make things in settings and including not conforming to the otherwise rigid hardcoded game settings themselves (again, lack of codex for this too) the more likely something breaks at least in game and bugs out. So I generally avoid the mess all together by keeping things simple. Where if one looked at my early stuff a lot of it is buggy. Yet running experiments was always fun too on the other even if the outcome was finding out it won't work. So good luck with that and I do look foreword to what you guys figure out about this.

Just so I didn't bury the point here what I do know for sure is all times in an animation must match exactly. And then times in adjacent files, so character to FX, must much but spatially. So calculator time in other words. But that's the deal in 3d animation.

And? Whatever needed feature might even end up not being there meaning it just can't be done. We have so many discussions on site about that stuff that lead to that. Like there is no implemented North and South proximity value in either game for example. A very basic function I learned in 2d platformer programming long before 3d games existed is just for some reason not even implemented in an otherwise customizable sandbox type game system. But it just isn't so I had to give up on making interactive bridges and floating platforms and such in game levels. I did have fun with the discovery process though but I am saying do mind that these games and have a lot of limitations even as far as most Netimmerse based stuff goes. So you might run into a wall with this.

MarvelHero

@SickAlice - I have a question. Does fx have a hidden hitbox or something? How can they detect a collision?

For Example: Beams and Projectiles can damage everything including buildings. Cone attacks can do the same except for buildings.
Freedom Force Fan.

SickAlice

I don't know how their collision is handle. Looking at few cores in Nifskope and selecting Show Hidden shows nothing. Nor to the main meshes have Bounding Box assignments. So unsure what setting handles that. Or if it's a flaw in the game programming where assigning a cone attack just doesn't have that function. It wouldn't surprise me if so. There a bunch of missing things through the games. But again I never delved too far into FX to know what setting means what, sorry.

MarvelHero

Ok, thanks for this info.

What bothers me the most is that the buldings detects every attack except cone. Why? Irrational did it on purpose?

I have tried putting a huge collision box on the cone nif. And still has no effect.

I will try to tinker with it again.

If it still does not work. I will go back to large beam with penetrating attribute for Cyclops mega optic blast.
Freedom Force Fan.

Jimaras8

Quote from: SickAlice on February 16, 2026, 12:59:53 PMYeah it's relevant. Again I don't work much with keyframes but in the event of say character keyframes you want every single time value within a keyframe to match other. In that case what happens is bugs if you don't, like parts of the model blinking in and out for example (like two different end time values on a leg node just to visualize this). So you want to match all of that. And I don't know what files but new and newly named files as not to destroy any originals.

It's a lot of stuff I haven't played with (though coming near to looking at leave hand values for TMNT actually). Nor has anyone here I think? Most of us sort of rely on optical illusion in game or "good enough" and FX from character hand to FX is usually not factored in. Notable in your case because you need to figure out the math for those ranged animations in the character as well of course which can get messy.

At any rate I'm not the expert (partly due to a lack of a codex, I wish there was one) and just know those basic functions of Nif formats. You guys who are otherwise testing are the one's figuring out the settings and paving the way. Too busy working on 3d models on my end. Well? Everything is off my drive for awhile and backed up so I can finally upgrade to 11 today (10 support expired) so I'm not even doing that much. My biggest wishes in this community were always that I had lists of settings add for FFX and otherwise just took some more classes on coding. But I didn't so I am not much help for the finer points of this stuff, sorry. I just animated a few textures and manually made an animation or two in my own works.

Though again from what your trying to accomplish I can say the most important thing I learned is the more complicated you make things in settings and including not conforming to the otherwise rigid hardcoded game settings themselves (again, lack of codex for this too) the more likely something breaks at least in game and bugs out. So I generally avoid the mess all together by keeping things simple. Where if one looked at my early stuff a lot of it is buggy. Yet running experiments was always fun too on the other even if the outcome was finding out it won't work. So good luck with that and I do look foreword to what you guys figure out about this.

Just so I didn't bury the point here what I do know for sure is all times in an animation must match exactly. And then times in adjacent files, so character to FX, must much but spatially. So calculator time in other words. But that's the deal in 3d animation.

And? Whatever needed feature might even end up not being there meaning it just can't be done. We have so many discussions on site about that stuff that lead to that. Like there is no implemented North and South proximity value in either game for example. A very basic function I learned in 2d platformer programming long before 3d games existed is just for some reason not even implemented in an otherwise customizable sandbox type game system. But it just isn't so I had to give up on making interactive bridges and floating platforms and such in game levels. I did have fun with the discovery process though but I am saying do mind that these games and have a lot of limitations even as far as most Netimmerse based stuff goes. So you might run into a wall with this.

Years ago i asked Windblown to make a fx last a couple of seconds longer and he was able to do that. Is he still active around here? maybe he can provide us with a tutorial on how to make fx last longer or be shorter.