Oh, another thing: I think that you want less 'open space/green' in your GIF, focusing more on the effect itself with the green as a minimized background.
Anyway, if you can provide some gifs, I'll see about getting them to work as bams.
Edit: or, I'm happy giving you advice on how to do this. Either way
Yeah, The large amounts of green are mainly because I don't know what canvas size I can use for the animations yet because I haven't gone in and unpacked a spell bam yet to see. (If anyone knows what sorts of sizes that would be awesome).
Basically once I have a spell example from BGEE/2 I should be able to reverse engineer and resize/edit my animations to work.
One thing I did think about when it comes to the lightning animation is how would the animation resize depending on distance from the target.
Let me upload some examples. My computer just needs to update
Okay, attached are all gifs used in 'spcloud2'--not sure what spell or ability that is--and lightning bolt. As you can see, the cloud is relatively simple: just one sequence. The lightning bolt is a bit different than I thought (I'm learning this stuff as well). There are 9 sequences, and they go from 'facing south' (bolt0) to 'facing west' (bolt4) to 'facing north' (bolt9). I suppose the bam is applied in reverse when facing eastward. Anyway, there are three different angles between 'facing south' and 'facing west'.
Also, the way the image travels in game depends on the projectile that it is attached to. As an example, the attached image is what you get if you attach the lightning bolt bam to the A. Scorcher projectile
Do you happen to have that purple casting sequence image gif? because that would be a good scale to work off to try and make the smoke bomb.
Also from what I can see, it looks like black is used instead of transparency in the animations. So green = alpha, but only that one pure green so my animations which currently use transparency over the green would need to be edited some more... I think (lest they end up with a green hue around the edge).
Do you happen to have that purple casting sequence image gif? because that would be a good scale to work off to try and make the smoke bomb.
Also from what I can see, it looks like black is used instead of transparency in the animations. So green = alpha, but only that one pure green so my animations which currently use transparency over the green would need to be edited some more... I think (lest they end up with a green hue around the edge).
Sorry, I was experimenting with my browser open. Missed this. Do you mean in the first image around the caster? I can look
Edit: I think that you get that because the spell is an invocation spell. I'm not sure what bam it uses...
Hahah yes, that! It means I can tell how big I would need to make the smoke explosion, also I am almost certain I know how to create the transparent edges. It uses n overlay setting, so the closer to black the colour the more transparent it is... I think.
So I would need to render my animations on black, then cut them out and put them on the green background. Once again this is all just conjecture, but from what I can see I think that is right.
Off of the top of your head, can you think of a spell that reaches from the caster to the target, without being a projectile or a repeated image (aganazars scorcher is repeated). If not, something like the lightning whip might not be possible.
Yeah, The large amounts of green are mainly because I don't know what canvas size I can use for the animations yet because I haven't gone in and unpacked a spell bam yet to see. (If anyone knows what sorts of sizes that would be awesome).
Basically once I have a spell example from BGEE/2 I should be able to reverse engineer and resize/edit my animations to work.
I think the maximum size is 256x256, but I would still crop it down as much as possible anyway.
One thing I did think about when it comes to the lightning animation is how would the animation resize depending on distance from the target.
Animations are not re-sized for distance that I know of. A few projecile options can have them repeat themselves until they reach a target, but that's it. If you notice, all "lightning" spells are either a small animation that either travels through or bounces from targets, or a vertical pillar-like animation that strikes from the sky.
Hmm, this is getting close to the point where we might consider doing an open beta instead of a closed beta... I'll leave that decision to Grammar though. Probably should wait until the HLAs are done.
I am looking for cleric kits, multi kits and for something to lose cleric restricted weapons.
Link sent. Be aware, though, that this does not yet include multiclass kits. For technical reasons, those will probably be one of the last things we implement.
I think the plan right now is, roughly, 1) finish adding new spells 2) add new HLAs 3) patch HLA tables into the sphere system (should be very easy, the way the system works as of the most recent beta) 4) add all cleric kits 5) add code for multiclass variants of the cleric kits 6) update the deity selection dialogue to account for those cleric and multiclass kits 7) add the rest of the acolyte, incarnate, and occultist kits 8) update the deity selection dialogue to account for all those acolyte, incarnate, and occultist kits
Okay, so, we can cross 1 off the list for now (note: we may have enough spells to split the death sphere into death and undeath). So, I'm on to 2, 4, and 7 (I'll be doing 6 and 8 as I go along).
You are making fantastic progress dude, I will get you some more icons this week.
Cool! I'll continue to compile lists of spell/ability names and descriptions. A nice side effect of this is that it's getting me to finally create a readme!
Awesome. I was just thinking that I had gotten distracted by other projects and should get back to finishing this up. Let me know when we have one HLA per sphere and I'll get the system set up.
Also we should figure out what we want as "universal" HLAs. Here's what's in my head right now: ...+1 WIS, +2 to saves vs. spells. (can be taken twice?) ...-1 casting speed bonus (taken once) ...permanent Bless ...immunity to fear ...immunity to disease ...immunity to level drain
Also, what do you think about coding the HLAs like in the "HLAbilities" mod? Make them innate abilities, but appear in the spellcasting button. This way players could take the same HLA multiple times to get extra uses of it, instead of just taking it once and using spell slots.
The rationale is, is players have 12 HLAs available but level-up 13 times, we need either more HLAs, or to let players take each one more than once. Making them innate abilities lets us do that. And frankly it's closer to how Quest Spells work in PnP.
Yeah, I got a little distracted myself...
That's right, we were going to concentrate on hlas next. That's cool
I'm all for making quest spells innate. (We should probably do the same in tnb if we don't already.)
All of those hlas look good, but isn't there a limit in terms of number that can be displayed? It's been a bit since I've looked at the hla system. Oh yeah, we can have a unique group for each kit if we need.
Anyway, no time today, but I'm going to start chugging away at them next.
Subtle, did you say that you already have some sphere quest spells done? No problem if not, but I don't want to work on anything that is already done. I suppose there is no harm if some have more than one spell, but I want to get a working first, complete build done before the releases of SoD if that's cool
...I actually don't really like the Shapeshift Shambling Mound version that i made, and I have made another 6th level plant spell--assassin vines--and I really like that one--to take it's place. So, it'd work to use your version as the hla*.
Yeah, let's worry about mc hla and pally's later. Also, I have some ideas for ranger only spells. We can do that, yes?
* I am reminded that I need to ensure that s.mounds are immune to that spell
Also, I have some ideas for ranger only spells. We can do that, yes?
Yes. Probably. I think. I have to check. But probably.
Alternative option: adapt my "warrior feats" mod to give some ranger-only options, and have them appear in rangers' spells instead of innate abilities. So they will be ranger-only spells, but rangers will be able to choose which ones they want (or instead focus on combat and learn martial feats). Could do the same for paladins, btw. I'm pretty happy with the feats code, it can definitely be adapted for something like this. And I think players will be jazzed to choose 3E-style feats, even if the end result is the same as giving them kit-specific spells or innate kit abilities. But then again it might be overkill. We can discuss further.
Try out the feats and see what you think. M&G component #390, start a game with Abdel and level him up with the console.
Cool. Actually, I have a ton of ideas for warrioresque feats. We will definitely discuss this--these divine warrior types fall under the purview of both mods--but I'm going to focus on quest spell HLA's for now.
Okay, I have the first HLA quest spell just about finished: animal horde. It summons a bunch of augmented animals to fight at your side. The numbers vary based on Hit Die, but you might have anywhere between 6 to 12 or so
@IchigoRXC can you turn it into a .bam please so that it can be used within a .vvc? Or create both if you know what I'm talking about. If it works I'll include it in the next KR's build which is pretty much ready.
Comments
Also, the way the image travels in game depends on the projectile that it is attached to. As an example, the attached image is what you get if you attach the lightning bolt bam to the A. Scorcher projectile
Also from what I can see, it looks like black is used instead of transparency in the animations. So green = alpha, but only that one pure green so my animations which currently use transparency over the green would need to be edited some more... I think (lest they end up with a green hue around the edge).
Edit: I think that you get that because the spell is an invocation spell. I'm not sure what bam it uses...
Maybe this(?)
So I would need to render my animations on black, then cut them out and put them on the green background. Once again this is all just conjecture, but from what I can see I think that is right.
Off of the top of your head, can you think of a spell that reaches from the caster to the target, without being a projectile or a repeated image (aganazars scorcher is repeated). If not, something like the lightning whip might not be possible.
Upcoming: more deity kit designs
That's right, we were going to concentrate on hlas next. That's cool
I'm all for making quest spells innate. (We should probably do the same in tnb if we don't already.)
All of those hlas look good, but isn't there a limit in terms of number that can be displayed? It's been a bit since I've looked at the hla system. Oh yeah, we can have a unique group for each kit if we need.
Anyway, no time today, but I'm going to start chugging away at them next.
Subtle, did you say that you already have some sphere quest spells done? No problem if not, but I don't want to work on anything that is already done. I suppose there is no harm if some have more than one spell, but I want to get a working first, complete build done before the releases of SoD if that's cool
Yeah, let's worry about mc hla and pally's later. Also, I have some ideas for ranger only spells. We can do that, yes?
* I am reminded that I need to ensure that s.mounds are immune to that spell
I like that!
Now, back to Icons, where my focus should be for a little bit. I hope to get through at least 3 or 4 more this week, so I can keep the momentum up.