Pretty sure this is impossible but...

Post » Wed Jun 20, 2012 5:08 pm

I want to dynamically retexture something as a spell effect.
There is a DnD spell or two that have a "Petrification" effect. It would be awesome if I could do a akTarget.EnableAI(false) and then a retexture to make their skin turn to stone.

But, I've noticed textures and texturesets cannot be used as properties.

Other ideas: Maybe a shader can somehow be used, I know little of what those are/do.
Also, I could perhaps make a StatueRace that has a skin with all of the possible Armor Addons for all the creatures in my game in one giant Swap List, and then make the Skin texture on StatueRace into a stony texture...no idea if that works. I'm not really familiar with hos swap lists accomplish what they do.
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Javaun Thompson
 
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Post » Wed Jun 20, 2012 2:52 pm

My deep freeze effect uses EnableAI(false) and applies a shader to the target, which is an effect around the object. I use the same shader used for the Ice Form shout, so the target simply stays in place with ice blocks covering its body.

I think the best thing you can do is the exact same thing, only changing the shader to something more.. stony. I don't know how to create new shaders, but I bet there is some nice effect already in the game you could borrow from. Maybe even editing the color and transparency (probably requires some animation tool) of the Ice Form shader to make it feel like rocks attached to the body instead of ice.


EDIT: (Off-topic) Are you trying to replicate Finger of Death too? That would be an amazing spell for Skyrim :)
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maddison
 
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Post » Wed Jun 20, 2012 12:07 pm

I'm not actually making a mod for Skyrim. I'm making Planescape: Torment using the CK, so none of my spells would be in the vanilla game as accessible. And no, unfortunately Finger of Death was not a spell in Torment.

Does anyone know how to create new shaders?
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Amelia Pritchard
 
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Post » Wed Jun 20, 2012 9:26 pm

EffectShader. Copy one that you like and edit it to your heart's content right in the CK.
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The Time Car
 
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Post » Wed Jun 20, 2012 11:46 pm

There's not been a really good discussion on the intracacies of creating effect shaders. It's a bit voodoo if you ask me, but I've managed to take a few shaders and manipulate them for my needs. You should be able to create a shader that applies a stone based texture. You'll just need a good repeatable stone texture saved off in .DDS format and work with the settings a bit to achieve it. It's going to be a lot of trial and error but I agree with aWes0m3. Copy one of the original shaders, and then start making small changes and testing in game. That's how I've learned what little I know.
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Nicole Mark
 
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Post » Wed Jun 20, 2012 11:29 am

Darn, I was hoping someone had worked extensively with shaders.
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Joie Perez
 
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Post » Wed Jun 20, 2012 10:09 pm

There's not been a really good discussion on the intracacies of creating effect shaders. It's a bit voodoo if you ask me, but I've managed to take a few shaders and manipulate them for my needs. You should be able to create a shader that applies a stone based texture. You'll just need a good repeatable stone texture saved off in .DDS format and work with the settings a bit to achieve it. It's going to be a lot of trial and error but I agree with aWes0m3. Copy one of the original shaders, and then start making small changes and testing in game. That's how I've learned what little I know.

You could just use the stone textures the game already has.
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suzan
 
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Post » Thu Jun 21, 2012 1:22 am

Oh, I plan on it. Mostly I just thought shaders were little light effects, not textures that were directly applicable. I just don't know anything about editing shaders. Anyhow, I'll get to this later. I have literally hundreds of Globals/factions/etc. to make today.
Well, no one said making your own game from scratch was easy.
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Rebekah Rebekah Nicole
 
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Post » Thu Jun 21, 2012 12:14 am

EffectShaders have multiple parts - they can apply a texture but don't have to. They can apply particle effects but don't have to. They can also do other things like edge lighting on the 3D object - that is how the ethereal effect is achived (an effect shader and an alpha level set to 0.33).
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kelly thomson
 
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Post » Wed Jun 20, 2012 11:22 am

shaders are a complex area in themselves. Essentially there are two types membrane shaders apply a surface effect can include textures alpha blends colours, etc. particle shaders can use textures colours etc too but use the textures as particles to be emmited. These can be mixed up in all sorts of great ways.

Best way to learn is examine and experiment with existing shaders.
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Jessie
 
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Post » Wed Jun 20, 2012 7:50 pm

Maybe not a good idea, but I was thinking there might be another, completely different approach. Perhaps the 'petrification' could actually be a teleport, and once the target goes, move a pre-made static into the same place. It would mean making a static with the effect you want for every possible target (could generalize humanoids fairly well though). There's (I think) thirty-odd critters in Skyrim, plus the different playable races, but it could work.

I think. :)
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Gill Mackin
 
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Post » Wed Jun 20, 2012 12:01 pm

Actually, it's very simple.


akTarget.EnableAI(false)
DnDStoneShader.Play(akTarget)

There is a stoneflesh shader. It looks incredible, and is SO much fun to use. Turning people to statues is awesome.
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Holli Dillon
 
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