Tutorials

FX Basics by Entwaidamela

 

Alpha Channels in PSP – by MikeB7

 

FX Readme Template

 

Hexing FX 101 by Tetragene

 

Example – cookie_throw

 

Hex Editing FX FAQ by Bujin

 

Hexing Black FX

 

FXBASES

 

FX Basics by Entwaidamela

 

THE BASICS

·        You must know all the textures that a given .nif file references. If you are missing any of these textures, your effect will not work and will probably make the game crash when you try to look at it.

·        If you hex edit a .Nif file and find the .tga texture it references, if you change the name to a new texture, your edited .nif will animate the new texture.

·        The texture file you hex edit/insert into a new .Nif must have the same number of characters in its name as the texture replaced by hex editing. If not the game will crash when you try to view the effect.

·        The texture file you insert into a new .Nif must have the same number of pixels in its frame as the texture replaced by hex editing. If not, the effect will appear as whited out effect in the game.

·        If you do not alpha your new effect, after having done all of the above , your effect will have either an ugly white border or that silly black border appear with it when viewed. You must alpha away the excess items in your texture to get desired effects.

·        We are bound by .nif files which are already created. None of the effects guys outside of the Beyonder can create a new .nif file for a texture. Since the Beyonder is to busy (rightfully so) to post a tutorial on how its done, we'll all have to just chill. I do believe it takes 3d Studio Max which costs $3k+. Most of us don't have that to expend at this fragile juncture in our gaming experience.

·        "The Capt America shield throw start.nif is good to use for spinning projectiles. The kinetic card throw start.nif is good to use for standard projectiles." -Bujin

THE EDITOR

You will have to have successfully created a .Nif file for your texture to proceed to the below. This means you have created a Fx by saving a .tga graphics file in the _textures folder in the Fx folder and have .Nif files mapped to those textures as detailed above. If you have done this successfully by matching pixel size, file name, and alpha channels proceed. If not, post a message in the General Discussion Forum and someone will help guide you through the above.

The FX Tab

In the Freedom Force Editor on the Fx tab, there are seven windows:

 

   Name - Name of the Fx.

   Nif Base - Location folder of the Nif which directs the textures located in the _textures folder.

   Fx type - melee, ranged, direct, area, special, active defense, passive defense

   Fx subtype - None, beam, projectile, explosive projectile.

   Three node attachment points: start, core and end with rot tracking buttons next to each - These windows are assignments of where each Fx will be attached on a normal mesh. Each of the windows has a drop down Fx menus which details exactly where on the mesh will appear if you've done everything correctly in creating it. Where these Fx appear on an atypical mesh such as the Daemon hasn't been officially mapped.


Information on the specifics of all of the above is explained in detail at Modforce.com.

To create a new effect there are two methods:

A.     Use an existing effect which has the Fx node attachment preconfigured (choice #1 for novices and lazy experienced Fx creators).

B.     Make your effect up completely from scratch (Ok if you know what you are doing, have the time, or are creating something completely new and referencing obscure node attachment points when you affix your Fx).


Method A: find the effect you want with the nodes mapped perfectly and change the name. Browse the Nif base window to the folder where you placed the .Nif which map the textures you have created for your effect. Open the folders and double click on any of the .nifs in said folder. You have now successfully assigned your named Fx with the animation and textures you created above. Click save.

Method B: As you gain proficiency with the editor you will learn where each node affix's an Fx if you select its drop down menu. There are enough nodes that to detail them all would be wasteful. The start node determines where on the character the Fx will originate. The core node is the beam body of an effect for ranged attacks and the projectile of a projectile attack. The end node is the end of the attack and is important if you want animated word rising from the effect, explosions or impact marks to show. Common places to affix nodes are the head for eye blast attacks, weapon for ranged attacks which are centered slightly away from the body, and left and right arm respectively depending on the animation of the mesh. If you are fooling around with where each node is going to be attached, an assumed competance level in setting up effects is hereby bestowed upon you. The rot button will become important to you if you wish to have an effect linger a while along the path it travels. If you click the track rot box next to a node (particularly the core.nif), the given node Fx will linger a bit until the completion of entire node path is complete. This is similar to the trail of a meteor as it travels. This is useful in creating punches and kicks such as the marvel comics charcter Iron fist's punch.
Follow mapping the Nif base window as detailed in Method A. Click save.

The Sound Tab

There are two methods to assign sounds to your effect. Method A is to create an WAV sound file and save it to the data/sounds/powers folder. Method B is to find a sound effect already in the game listed in the left column of the sounds tab of the editor, rename it to that of your effect and save it.

 

  1. Save your WAV file to the data/sounds/powers folder in the Freedom Force directory. In the editor go to the sounds tab. The naming convention for sounds for Fx in the editor is as follows:
    fx_"power name"_(number 1 to 3 where 1 corresponds to the effect in start node window of the Fx tab, 2 corresponds to the effect in the core node window of the Fx tab, and 3 corresponds to the effect in end node window of the Fx tab). Example if you have a ranged Fx named "tentacle" which uses three .Nifs for the Fx, you will want to use three sound Fx for the power. You will name the sound for the start.nif "fx_tentacle_1", the sound for the core.nif "fx_tentacle_2", and the sound for the end.nif "fx_tentacle_3". Knowing this naming covenion, click new and enter the name of your Fx in the name box. Ensure local sounds 3d is selected in the type box. Click the add button beneath the huge wave files window. Browse folders until you find the data/sounds/powers folder and double click the sound Fx you saved there. You will now be taken back to the wave files window with your effect now inside the window. Click new again and you will see the new sound Fx in the left hand window listing all the sounds in the game. Click save and the power has now been added to the in game data base for the Fx .nif you assigned it to. You may change the pitch and volume of the sound you created by windows listing these attributes at the bottom of the sounds tab of the editor. Be aware that the play button on this page will not play your effect from the editor (very bogus).
  2. Go to the sounds tab of the editor. Find a sound Fx which you think will match your effect here and select it. Click new, rename it appropriately as detailed above and click new. The newly named sound Fx will now appear in the left hand window column with sound Fx already in the game. Click save and the Fx will be added to in game sounds.

The sound aspects of the Fx is very limited and only a few Fx artist are making new ones. We could use some WAV sound effects. If anyone knows where a collection of them are it would be appreciated.

One can attach flying Fx to individual meshes by naming the Fx flying_charactertemplatename in the Fx tab. We don't have a lot of these and more would be appreciated.

The reason I mention points one and two is that flying Fx can have a sound Fx attached to them as well. If you attach the blank Fx as a flying Fx and create a sound associated with it, your mesh will have a neat flying Fx associated with it when it flies. Imagine male_cape with the "WOOSHING" sound as he flies. This would be neat for Superman and other fliers.

Mixing and Matching .Nifs Nodes of Fx

Once you are familiar with the making of Fx, you may mix and match .nifs as interchangable parts to create new Fx. To create a new Fx from those you already have stored in the Fx folder, create a new folder and name it appropriately. Copy the start.nif and/or core.nif and/or end.nif of the Fx you wish to the new folder. This new Fx will now have all the characteristics of the old assigned .nifs. .Nif files may also be renamed from start.nif, core.nif, and end.nif to suit your purposes. If you feel an end.nif would make a better start.nif in another effect, copy it from its original folder, paste it in the appropriate folder and rename it to start.nif. The effect will now function as a start.nif. This goes for changing any of the .nifs to its two counterparts. You may also name the same .nif start.nif, core.nif and end.nif to achieve an effect. You must still follow all of the above sound naming conventions if you rename the Fx to have sound correspond to the new Fx.

Changing Attack Types for Known Fx

One may change the attack type of a known Fx to achieve a differing effect. Changing the type of an attack from one to another is an effective and innovative way to apply powers. The combinations are endless so you will have to experiment to determine what works well and what fizzles. Example: If you take the Nuclear Winter indirect Snowstorm Fx and change it to an area attack you get the Snowstorm Fx. If you change it to a projectile attack you get the Snowdrift Fx. If you take the Manbot energize other Fx and change it to a projectile you get an attack I call cosmic blast.


THE BEYONDER

If you have any of the Beyonder's Fx, you know they are special creations he makes in 3D Studio Max. They have depth, light map and reflective qualities. If you are adept at 3D Studio Max and can make Fx in this manner, why are you reading this tutorial? Get back to work Beyonder!!!
Any other input is welcome and I will update this guide as new tricks are learned


Any other input is welcome and I will update this guide as new tricks are learned.

 

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Alpha Channels in Paint Shop Pro – by MikeB7

Ok, here's a mini-tutorial on Alpha Channels in Paint Shop Pro. I'm using the venom_tongue FX, which is based on the stretch_punches.

It's best to have a solid-color background for the image. Here's the method I use:

First, select the Magic Wand tool:

Then use this tool to select everything BUT the image you want shown:

In the menu under Selections, Invert the selection so that ONLY the FX image is selected

Then in the menu under Selections ,

 Save To Alpha Channel...

 

Type in Alpha Channel 1

 

 

Then save the file, and you're good to go! Only the selected area that you saved to Alpha Channel 1 will show up in-game.

 

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FX Readme Template

 

FXNAME

**************************

-By MikeB7

**************************

 

1) Place the TGA files in the Data\Art\library\fx\_textures directory

 

2) Place the FXNAME FX folder (containing core.nif and end.nif) in your

 

Data\Art\library\fx\generic directory.

 

 

**************************************

-Open the FFeditor & select the FX tab

**************************************

 

1) On the bottom right hand corner, click the New button

2) In the FX Details section, type or copy:

Name: FXNAME

Nif Base: library\fx\generic\FXNAME

Attack Type: Ranged

Attack Sub Type: Projectile

3) In the bottom right hand corner, click Save. The FX should now show up on the list.

4) Select FXNAME (the FX you just created) from the list on the left

5) In the Node Attachment Points section:

Start: Right Hand

Core: Right Hand

End: leave blank

6) In the bottom right hand corner, click Save

 

*****************************************

Select the Sounds tab of the editor.

*****************************************

To choose sounds for yourself, browse the list to the left and select the file you want in place of fx_SOUNDFILE_1, fx_SOUNDFILE_2, etc.

 

1) Select fx_SOUNDFILE_1 from the list on the left.

2) Rename it fx_FXNAME_1.

3) Hit new - it should now show up on the list.

 

4) Select fx_SOUNDFILE_2 from the list on the left.

5) Rename it fx_FXNAME_2.

6) Hit new - it should now show up on the list.

 

7) Select fx_SOUNDFILE_3 from the list on the left.

8 ) Rename it fx_FXNAME_3.

9) Hit new - it should now show up on the list.

 

10) Save the scheme.

 

***************************************

 

fx_FXNAME should appear under effects (towards the bottom) in the effects for PROJECTILE attacks.

 

Enjoy!

 

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Hexing FX 101 by Tetragene

 

 

I use WinHex, I'm guessing most hex editors have the same features, though.

 

First, you have to make sure that your new textures for your new fx have the same number of "characters", the same demensions (edit note: scratch that, they can be double teh size of original), and "colors" (ex: if original image is not grey scale, don't make new one grey scale).

 

I usually start by creating a new folder with the name of the fx I want to make. Then I copy over the .nif files of existing fxs into the folder. Then I see what .tgas they use. I do this by opening the hex editor, choosing the approriate .nif then using the "find text" feature (just type in ".tga"). I write down the tgas for each nif, then copy those files from the "_texture" folder into the "new" fx folder. Then I just use my paint program to re-color or re-texture them.

 

After that is done, you have to give the .tga files new names. But remember, they must have the same number of characters/letters as the original files. You can just add numbers, but most people like to use names related to the fx they are making (doesn't really matter though).

 

Then I usually write down the new names of those tgas beside the old ones (so it'll be easier to change with the hex editor). Then I fire up the editor, change the names into the appropriate ones...put the textures in the "_textures" folder, the fx folder in the "generic" folder...then open FFEdit, perform the necessay procedures...and voila, new fx.

 

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Example – Plasma Wisp’s cookie_throw FX

 

 

-Ok, so you would start by copying the shield_throw folder (located in your Data\Art\library\fx\generic folder) and rename it cookie_throw_large or whatever. 

 

-Use a hex editor (I use freeware nasHex, http://nasSoftware.cjb.net) and do a search for TGA files in the core.nif (this is the middle part of the FX, where the shield is travelling to the target)

 

-You'll find two TGA files are associated with this NIF:

shield_capamerica_01.tga

spark_captamerica_03.tga

Copy these two to your cookie_throw_large folder (so you don't accidentally mess up the shield_throw)

 

-Open shield_capamerica_01.tga in your graphics program and copy/paste the cookie image over the shield.  Then select the cookie image and save it as Alpha Channel 1.  I have a mini-tutorial on alpha channels and Paint Shop Pro here:

http://www.fxforce.com/Tutorials.html

 

-Save the new TGA, using the same number of characters as the original, for example, cookiethrow_large_01:

shield_capamerica_01 = 20 characters

cookiethrow_large_01 = 20 characters

 

-Go back to the hex editor and change shield_capamerica_01 to cookiethrow_large_01. Place the cookiethrow_large_01.tga file in the Data\Art\library\fx\_textures folder.

 

-Now look at the second TGA associated with this NIF, spark_captamerica_03.tga.  It's a star graphic, which you probably wouldn't want trailing the cookie...  So again, copy this file to your cookie_throw_large folder.

 

-Either alpha out the entire image for nothing to trail the cookie, or draw some cookie crumbs, select them and save them to Alpha Channel 1.

 

-Save the file w/same # of characters.

spark_captamerica_03 = 20characters

cookie_crumbs_throw3 =20characters, or even

cookiethrow_large_02 = 20 characters

 

-Go back to the hex editor and change spark_captamerica_03 to (whatever you named the new TGA). Place the .tga file in the Data\Art\library\fx\_textures folder.

 

Set the new FX up in the editor & you're good to go!

 

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Hex Editing FX FAQ by Bujin

 

What Hex editor can I use? 

I use Hex Editor 2.0, but there are several freeware hex editors out there

 

How does hex numbering work?

If you think of a 4-digit code, starting with “00 00”.  Each digit progresses from 0-9, then a-f.  The left pair of numbers is the “smaller” numbers.  The numbers progress as such:

00 00, 01 00 …

09 00, 0a 00…

0f 00, 10 00…

9f 00, a0 00…

ff 00, 00 01…

ff 09…ff ff

           

 

How do you resize an entire character or nif?

·        Open the character nif.

·        In the first 10 lines or so, you’ll see 4 instances of a code “80 3f”   

·        Change each of them (for example, change 80 to 00 in each, and the mesh gets smaller.

·        Changing the “3f” causes larger changes…as a result, you may be limited in the magnitude of the change you can do to this number.  Changing “3f” to “40” makes a mesh much larger, while changing to “3e” makes it much smaller.

 

How do you change one dimension (a la male_flat)

·        Each of those first 3 “80 3f” instances relates to a dimension…changing the 2nd of those instances affects thickness – I changed it to “00 3f” for male_thin.

·        This will NOT work in-game unless you also change another feature:  about 14 lines down, there is another row of 3 “80 3f”.  If you change the code in the same manner as the first row of “80 3f”, the effect works in-game.

 

How do you widen a beam effect?

·        I started with, for example, green_glove (I’m sure you can use one of the stretch_punch effects).  Use the hex editor to open the core nif.

·        Do an ASCII search for “Editable Mesh”.  Just below this, you’ll see a row of 3 “80 3f” codes.  Change the first one to alter the width (for example, I changed the green_glove from “80 3f” to “20 41” for the green_glove_large. 

 

How do you change the skin for the head effect?

·        In “library/fx/_textures”, you’ll find a file called “head_alpha”.  If you open this file, you’ll find the skin for the “head_throw” effect.  Cut and Paste the skin of your choice onto the head.  You can paste the entire skin, if you are sure to not change the alpha channel of the file (you don’t want the body to appear in the effect)

 

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HEXING BLACK FX

 

 

First off, HUGE thanks to Adclaw for discovering this method.

 

The transparency which has plagued FXers since we began, is actually a function of the NiAlphaProperty of the TGA itself.  To give an FX the ability to use full black or solid colors, here’s a simple run-through.

 

-Each TGA referenced in the NIF will have a NiAlphaProperty associated.

-Find the TGA you wish to enable black or solid color

-Find the NiAlphaProperty

 

-

 

-After the ff ff ff ff ff ff ff ff, change the 0d to ed

 

 

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FXBASES

 

projectile  =FXBASE=by MikeB7

*Alpha-able, solid-color projectile base-includes core.nif and TGAs

projectile_small  =FXBASE=by MikeB7

*Alpha-able, solid-color projectile base-includes core.nif and TGAs

 

 

 

shield_flatbase  =FXBASE= 

by Captain Wigster

*shield_throw flattened out –includes core.nif and TGAs

shield_flatbase_large  =FXBASE= 

by Captain Wigster w/MikeB7

*shield_throw flattened out –includes core.nif and TGAs

 

 

 

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Tutorials

FX Basics by Entwaidamela

 

Alpha Channels in PSP – by MikeB7

 

FX Readme Template

 

Hexing FX 101 by Tetragene

 

Example – cookie_throw

 

Hex Editing FX FAQ by Bujin

 

Hexing Black FX

 

FXBASES