Need Help With Nifskope And Explosions

Post » Sat Aug 07, 2010 1:06 pm

First off, what the heck did they do to our beloved forums! They are all weird now D: I dont like this T.T

But to the point. I would like to change some explosions. I have no clue how to. I assume its in nifskope. Like when its detonated (the explosion is created), how would I edit it so that it blows up like normal, but the smoke from it hangs around for a much longer time, instead of dissapearing after like 3 seconds like they all do. I would like my explosion, I am starting with DemoBusixplosion, to blow up, but seem all dusty and smokey for like 10-15 seconds afterwords. Since its being used for a large chunk of wall blowing it doesnt look good that after 3 seconds, you cant even tell anything blew up there. Thanks to anyone who can help me out with this, I havent a clue where to start.

Gunmaster95
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Sarah MacLeod
 
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Post » Sat Aug 07, 2010 11:40 am

With my vault explosion, I also include several of the dust cloud FX objects so there is dust around. I also 'enable' rubble piles after the explosion happens so make it look like something happened.
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Sammie LM
 
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Post » Sat Aug 07, 2010 10:02 pm

Well yea I am doing something similiar. The problem with dust, is its inside a building, and dust blowing around would look weird, and I would like it to fade away after like 10 seconds, which I could use a script to disable the object, but then it would just *poof* disappear and look bad. Also I am disabling nearby furniture and enabling the 'flung' version so there are visual thins to show it blew up. I would love to extend how long the smoke made by the explosions stays around, but I could cover it up with a trigger that disables the smoke once your far away I guess.
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Steve Bates
 
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Post » Sat Aug 07, 2010 8:19 am

Use the dust that just slowly rises. It looks okay in a building.

You cannot 'fade' the dust, so what I did was slowly sink it into the floor by changing its Z position. It made it look like its settling.
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Connor Wing
 
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Post » Sat Aug 07, 2010 9:31 am

Ooo that would work. Its on the first floor so it wont sink into another floor or anything. I will try them out and see what looks good. Thanks for the suggestions!!! Your definitly the 'blowing things up and making it look good' expert here. :P

Gm95
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Alan Whiston
 
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Post » Sat Aug 07, 2010 6:22 am

My explosion is also accompanied by radiation. I have 3 levels of it.
First is the high radiation that I enable when the explosion starts. It has a large radius.
Second is the medium radiation which I enable when the fires start to die down. It has a medium radius. (and disable the first)
Third is the low radiation which I enable when the dust is sinking. It has a small radius. (and disable the second)
When the dust has settled, I then disable the third 'low' radiation. It is a fun effect.
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Greg Swan
 
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Post » Sat Aug 07, 2010 9:17 pm

Yea. For my bombs that are being detonated, I have a barrel with a radiation warning on the side, and a bottomcap mine 'strapped' to the top. It actually looks pretty cool. So it makes sense mine would have radiation too. Except I just use the settings within the explosion itself to manage it. So it starts out with a medium radius, but strong radiation, and then fades out rather quickly. Like they replaces the barrels contents with explosives, but it still had some radiactive stuff in it.
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Alisha Clarke
 
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