How to edit a Shader Effect?

Post » Tue May 17, 2011 12:45 am

I want to take the fire effect shader (the one for fire damage) and do two things: firstly, I want to turn it upside down, so it flows towards the ground; secondly, I want to edit it so that it's point of origin is the Player's waist-- so it looks like the effect shader is flowing out of the character's body, and creating a kind of "wave" for them to ride upon-- is this possible?
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Kortniie Dumont
 
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Post » Tue May 17, 2011 10:28 am

I want to take the fire effect shader (the one for fire damage) and do two things: firstly, I want to turn it upside down, so it flows towards the ground; secondly, I want to edit it so that it's point of origin is the Player's waist-- so it looks like the effect shader is flowing out of the character's body, and creating a kind of "wave" for them to ride upon-- is this possible?

http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Shader_Editor Now, I wouldn't recommend using the editor if you don't know excactly what you are doing. I can't really help you more on the subject.
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Gaelle Courant
 
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Post » Tue May 17, 2011 3:22 am

Hmm... From what I can tell (just reading it) this literally alters the shaders that exist, right-- i.e., I couldn't make a NEW Shader with it? And even if I could, it'd edit the users Shader Package? (I just want to be sure since this May be a release candidate later on, and I wouldn't want to push that onto the user).

Still, thanks for the link-- at the least, it gives me something to experimetn with :D
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Logan Greenwood
 
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Post » Tue May 17, 2011 1:49 am

Hmm... From what I can tell (just reading it) this literally alters the shaders that exist, right-- i.e., I couldn't make a NEW Shader with it? And even if I could, it'd edit the users Shader Package? (I just want to be sure since this May be a release candidate later on, and I wouldn't want to push that onto the user).

Still, thanks for the link-- at the least, it gives me something to experimetn with :D

Indeed, I thought of the same thing when I first learned about the Shader Editor. That's why I haven't tried it yet :D If it DOES alter existing shaders, then I'd be screwed :S
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Jerry Cox
 
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Post » Tue May 17, 2011 3:15 am

um...er... I do not think you guys talking about the same thing...

Shaders for effects such as the fire bursting from a spell victim is done in the CS, it is not a "screen effect" such as night eye.

See here:

http://cs.elderscrolls.com/constwiki/index.php/Effect_Shader
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louise tagg
 
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Post » Tue May 17, 2011 1:21 pm

um...er... I do not think you guys talking about the same thing...

Shaders for effects such as the fire bursting from a spell victim is done in the CS, it is not a "screen effect" such as night eye.

See here:

http://cs.elderscrolls.com/constwiki/index.php/Effect_Shader

Interesting...
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Sebrina Johnstone
 
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Post » Tue May 17, 2011 12:53 pm

I want to take the fire effect shader (the one for fire damage) and do two things: firstly,I want to turn it upside down, so it flows towards the ground


This is easily done, Initial Velocity and Acceleration all 6 of those inputs relate to world axis X,Y and Z so positive values will make the particles go Up and Neg will go http://www.youtube.com/watch?v=5EPi10Z-hnM, Spell I created that uses downward moving Effect Shader particles.

secondly, I want to edit it so that it's point of origin is the Player's waist-- so it looks like the effect shader is flowing out of the character's body, and creating a kind of "wave" for them to ride upon-- is this possible?


No, Effect Shader Membrane applies to the entire model its being used on with the optional flag of effecting Skin Only but still effects the entire model -> and the Particle portion the Particle Emitters are bones every bone in the objects scene so its impossible to only apply the particles to the waist.

You can try to make the particle start small enough so that they are inside of the mesh until they reach near the waist but particle are generated in World Space so they will not follow the actor they are being generated from so even the slightest movement and everything will be seen.
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Petr Jordy Zugar
 
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Post » Tue May 17, 2011 7:34 am

^You could get around the above issue by making an "emitter reference" by making a doughnut shaped invisible mesh that follows the player, and playing your modified fire magic shader on that mesh.

(I think - not tried it myself)
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Fluffer
 
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Post » Tue May 17, 2011 11:28 am

^You could get around the above issue by making an "emitter reference" by making a doughnut shaped invisible mesh that follows the player, and playing your modified fire magic shader on that mesh.

(I think - not tried it myself)


He could do that, but going that route he might as well do the entire effect in the Nif with a P.System that emits from that mesh that way he can set the paritcles to emit in Object Space so they follow the object (if that is even what he wants to happen), doing it that way allows for greater control over the particles as well.
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Motionsharp
 
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Post » Tue May 17, 2011 1:38 pm

Thanks for the info, guys :) SS, that sounds like it will be really helpful; I'll see how it comes toegher, and ask again if I need anything else :)
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Pawel Platek
 
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