Fun with the Visual Effects Editor Plugin
Thanks to a tip-off from my friend Challseus, I set up and played around with the built-in VFX editor/previewer in the NWN2 toolset for about an hour today. One of the things about NWN2 that I wasn't so keen on was the fact they left all the old VFX constants in the scripting language (so as to not mess up previous scripts imported from NWN1)--of course, this doesn't really matter, since the vast majority of the constants aren't hooked up to an actual VFX anyways!
So, the process of trial and error to see if certain VFX's still worked was getting aggravating...then Challseus saved the day. Now, I'm using the new method EffectSpecialNWN2EffectFile() which allows me to specify one of NWN2's new VFX constants...so, eye-candy lovers are saved, and you can bet that TSM is going to be filled with it!
The VFX plugin allows you to preview the built-in NWN2 effects in a toolset-like environment (like all other windows, this one can be minimized and allows for awesome versatility in the toolset between scripts, convos, and the plugin itself). So, I looked through like 50 to see what they did, and I came away with a few real winners. :) I didn't post screenshots, but I will in-game when I see them firing "for real" for the first time (I've got them in certain in-game scripts, now, so they should be working...).
Those scripts, by the way, are new ones I wrote today; I did some scripting, as well as a teeny bit of NPC design and conversation writing. Overall, good day, especially for one during which I had homework to finish as well.
So, the process of trial and error to see if certain VFX's still worked was getting aggravating...then Challseus saved the day. Now, I'm using the new method EffectSpecialNWN2EffectFile() which allows me to specify one of NWN2's new VFX constants...so, eye-candy lovers are saved, and you can bet that TSM is going to be filled with it!
The VFX plugin allows you to preview the built-in NWN2 effects in a toolset-like environment (like all other windows, this one can be minimized and allows for awesome versatility in the toolset between scripts, convos, and the plugin itself). So, I looked through like 50 to see what they did, and I came away with a few real winners. :) I didn't post screenshots, but I will in-game when I see them firing "for real" for the first time (I've got them in certain in-game scripts, now, so they should be working...).
Those scripts, by the way, are new ones I wrote today; I did some scripting, as well as a teeny bit of NPC design and conversation writing. Overall, good day, especially for one during which I had homework to finish as well.
Labels: Development


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