Particle effect from item?

Hi all,

Anyone have any ideas how/if it's possible to have an item that triggers an ongoing particle effect while it's equipped?

I know this can be done with some weapons such as the burning axe, it seems to have something specifically setup in it's model though maybe to allow the effect to be attached (Effect_Loc_01).

I'd like to be able to to a similar thing for other items, eg. the ring of superflames might play a fire type particle around the unit (ongoing).

I'd also like to be able to do this to a mount... so for example create a new mount "flaming horse", that has flame particles attached to it?

Any ideas?

 

 

2,894 views 5 replies
Reply #1 Top

No ideas here.  This is a Heavenfall thing, if anyone.

Reply #2 Top

Both of these are indeed possible, but it will require some complicated work, some of it 3d. I only know how to do this in maya.

For the ring, you'll need to create a new mesh that will act as a container for the Effect_Loc_1. You can then add an effect to a user's hand by adding that 3d mesh and the effect to the ring's artdef. (edit: planning ahead, it would probably be a good idea to create at least 4 different locations, if not 8 including the left hand. That way you could have one location reserved for flames, one for poison, one for cold, one for lightning. Although the size of these effects will be extremely small in-game, it will still look odd if they merge together in one location if a unit wears several items with the effects from different rings)

The process for the horse will be the same, although it will be a lot more time-consuming to get right.

 

 

Reply #3 Top

Dangit, I thought the answer might be something like that.   :(

Shame the hkb format can't be imported into Blender somehow.  I can't really do 3d stuff but I'd have a crack it it if I could try it for free.

Thanks guys.

Reply #5 Top

Yeah thanks mqpiffle, I've actually had a go at that.... tried to get a sword model from blender into the game... seemed like I had done everything right but my trusty sword just wouldn't show up :-(

Regardless what that info doesn't cover is how to get a hkb model from FE into Blender (it only covers Blender to hkb), which is what we ideally need to be able to do (I believe HF has done this with Maya though).  The problem is the tools in that post are kinda one way export.

I'm sure it's do-able just needs someone who knows a lot more about blender and/or hkb and/or 3d stuff that me. 

Cheers.