Does anyone know how to make a w3d Buff object orient to the camera? I am making a new leadership buff but when I export the plane of course it is static and only visible from one angle. I've seen in other mods that their object will cam-orient but when I try to apply this effect on the export settings the plane is purely invisible and does not orient at all.
Buff object orientation
#1
Posted 23 August 2015 - 08:13 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
----------------------------------------------------------------------------------------------------------------------
"Old modders never die, they just fade away" ~ Hostile
#2
Posted 25 August 2015 - 08:25 AM
Is it visible (correctly) in the W3D viewer?
If not, it might be rotated wrong.
Although I will admit I have not made w3d buff objects before, but it'd be logical if it wasn't really all that different from adding a normal object (Then again it is EA, so who knows)
#3
Posted 25 August 2015 - 11:23 AM
I've come up with an alternative in the meantime, but it would still be nice to know how it's done.
https://www.twitch.tv/vileartist - Yes shameless self-promotion
----------------------------------------------------------------------------------------------------------------------
"Old modders never die, they just fade away" ~ Hostile
#5
Posted 25 August 2015 - 01:52 PM
I looked in game at TDH's effect and I notice that it seems to orient in a choppy motion. That isn't typical of a cam-orient so I'm unsure of the settings Nertea used. Or if it's just as a result of how cam-orient looks with buff objects.
I will try and see what happens with simple mesh objects this afternoon and report back.
https://www.twitch.tv/vileartist - Yes shameless self-promotion
----------------------------------------------------------------------------------------------------------------------
"Old modders never die, they just fade away" ~ Hostile
#6
Posted 25 September 2015 - 11:34 PM
Again I've been tinkering with Buff objects, and now I'm running into an entirely different problem altogether. It seems that I cannot simply create a new mesh and have it show up in game as a buff object, it's always invisible. The only workaround that has been found currently is to have someone open up Rad's Leadership Buff in RenX (because I don't have it) and manually merge a custom object into it.
So this leads me to believe that there is some underlying necessary set-up to the meshes that will allow them to be visible. I tried a control test by replacing my desired buff with an already existing one (EXCripple for example), and it showed fine. Then I imported the EXCripple.w3d object, and re-exported it without changing anything. Sure enough, it was invisible.
So something basic with my meshes is missing or incorrect which makes it refuse to show up in game as a buff object. Does anybody have any insight?
https://www.twitch.tv/vileartist - Yes shameless self-promotion
----------------------------------------------------------------------------------------------------------------------
"Old modders never die, they just fade away" ~ Hostile
#7
Posted 26 September 2015 - 10:28 AM
Firstly how are you rendering the buff nugget, is it with a simple draw module(like the dwarf hero blue rings), or are you coding fxlist---> buff.ini?
#8
Posted 26 September 2015 - 03:56 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
----------------------------------------------------------------------------------------------------------------------
"Old modders never die, they just fade away" ~ Hostile
#9
Posted 26 September 2015 - 04:11 PM
I too lazy to read whole thread, is the short story you want new buff nuggets with cam-orient and your current issue is invisible asset yes? If so Ill make you one, test in game, then send to you with settings.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users