Difference between revisions of "User talk:Shademe"

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890 bytes added ,  07:56, 15 October 2008
→‎Answered Questions: How I did it, sorry if its a bit long winded
imported>Shademe
(→‎Answered Questions: bother .... Antares,)
imported>Antares
(→‎Answered Questions: How I did it, sorry if its a bit long winded)
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::--[[User:Antares|Antares]] 08:38, 15 October 2008 (EDT)
::--[[User:Antares|Antares]] 08:38, 15 October 2008 (EDT)


:: oh fie ! Anyways, Antares, how did you get the weapons to display shader effects ? I tried pms'ing a custom on one and didn't work -- [[User:Shademe|shademe]] 08:43, 15 October 2008 (EDT)
::: oh fie ! Anyways, Antares, how did you get the weapons to display shader effects ? I tried pms'ing a custom on one and didn't work -- [[User:Shademe|shademe]] 08:43, 15 October 2008 (EDT)
 
You mean in my mod "Visual Enchantments"? Well pretty much what I did was create some new effect shaders and then altered the appropriate magic effects to use those shaders when a weapon was enchanted. Lets take the Magic Effect:Fire Damage as an example. Opening up the Magic Effects window in the CS and scrolling down to '''FIDG''' (Fire Damage), if we look over at the ''Visual Effects'' section (bottom right corner of the window) you should see a drop-down menu box for '''"Enchant Effect"'''. I altered those entries to use my new (and hopefully vastly improved) effectshaders. Basically that way I told the game that my effectshaders were the default ones, and thus ensured compatibility will any mod added weapon. (Ones that have effects as part of their meshes dont mix well however). Hope that answers your question.
<BR>--[[User:Antares|Antares]] 08:56, 15 October 2008 (EDT)


== Creating a New Article, and other Wiki issues ==
== Creating a New Article, and other Wiki issues ==
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