thx, heres some other ones I forgot
- Nazgûl likes this
Posted by Valheru on 10 November 2017 - 12:48 PM
This is my current project. Not quite finished yet need to do up his shield and a flame model. Shame the video conversion caused some sound clipping but its mosttly ok on utube.
I may donate this when Im finished. Best to watch over at utube on bigger window and 1080p.
Posted by Valheru on 02 September 2016 - 04:27 AM
Posted by Valheru on 26 July 2016 - 03:17 PM
hobbit summon, ship with smoke. Props changed since then but FX is the same
merry fireworks
Posted by Valheru on 23 July 2016 - 08:44 AM
Howdy, over the past 3 years I've revamped almost every single FX in BFME2, well over 100 creations including all the big ones like Flood, Rain of Fire and so forth, right down to the little ones like banner carrier spawns.
These Special FX are for use in Patch 1.09 which Mathijs and RoR are also doing work for.
I don't want to make a huge crowded first post with 100+ videos so I'll post some new ones every few days.
I thought it would be nice to see an FX showcase since I don't believe this has been done before, usually its models or maps.
Enjoy!
First up, since EA broke the weather power FX in BFME2(and there code cant be fixed), instead Ive created custom particle FX for Freezing Rain and Darkness
And heres the new Dragonstrike
Drogoth Incinerate
Galadriel Heal Ritual
Gandy
Stay tuned for more vids soon
Posted by Valheru on 05 March 2016 - 07:45 AM
You could do this 3 ways, indeed FX models can be effectively animated in max, thats how I did all my new buff nuggets. My new sunflare is also a model aswell as cloudbreak.
Linear offset is what your looking for, to get an up and down direction you use Upersec= XYZ. The higher the value, the faster it will move. Vpersec is horizontal movement, and putting a - in front of either will reverse the relative direction.
But to be honest, the easier method is just using particles, you could also render that w3d through particle sys with
Shader = W3D_EMISSIVE Type = DRAWABLE ParticleName = lulampglow1.W3D
Anyway if it were me, I would just create it via particlesys through textures, because movement of visuals is handled much easier this way than it is through max. I only use max for FX models when I can see that the rotate movement function(not linear offset), will make a nice FX. Which is what I used for all buff nuggets and sunflare. I can show you videos if you want.
So yeah, if I have time ill make you one in particlesys then you can just add this to the object name. Dont know when
Object LothlorienLampGlow2
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = NONE ; ; lulampglow1
ParticleSysBone = None PoseidonsFX
End
End
Posted by Valheru on 28 January 2016 - 02:21 AM
Good stuff, please dont be afraid to ask for any models that I've already rigged, saves you doubling up
Posted by Valheru on 26 September 2015 - 05:44 AM
Posted by Valheru on 27 July 2015 - 04:40 PM
Posted by Valheru on 24 July 2015 - 03:59 AM
Posted by Valheru on 15 July 2015 - 08:14 AM
been making buff nugget fx for bout 3 yrs, use these settings. Only one u rly want to change is rotation speed, others take time to explain
A word of advice tho, nuggets that have big symbols and stuff in them become annoying really fast, if used for leadership and so forth. Guess it dont matter that much for a mod
http://www.gamerepla...-1436948027.jpg