how to make new effects

04/22/2016 09:36 kaml2#1
i wont know how can make new effects ( not edit old effect)
and merge any image like with effects in Texture
like this
Example

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04/22/2016 14:14 blapanda#2
First of all, on that screenshot, there is nothing new at it.
Secondly, you simply cannot. Just cut out that thinking that people did these and that and whatever. You simply cannot implement new effects.

The .efp files are refering to different items inside the data (plain texture layers) and particles (looping post-scripted, well, particle effects) packs.
You have to link each item to the main .efp file, which no one can manipulate them properly.
E.g. a link is "SOMEWEIRDFIGURESHEREANDTHERE\textures\smoke.ddjAN OTHERUSELESSFIGURESTUFF", you cannot replace the "textures\smoke.ddj" with something like "SOMEAWSUMFOLDERNAME\unlimitedfiguresandsuch.d dj". That won't work.
Even if you fit in some figures ("texture1\smoky.ddj"), making it hard to track after a while, you won't have the precise given details in DPI, size (X,Y (particles additionally Z axis)), layers, filters, etc.
04/22/2016 23:01 EdwardTeach+-#3
Quote:
Originally Posted by blapanda View Post
First of all, on that screenshot, there is nothing new at it.
Secondly, you simply cannot. Just cut out that thinking that people did these and that and whatever. You simply cannot implement new effects.

The .efp files are refering to different items inside the data (plain texture layers) and particles (looping post-scripted, well, particle effects) packs.
You have to link each item to the main .efp file, which no one can manipulate them properly.
E.g. a link is "SOMEWEIRDFIGURESHEREANDTHERE\textures\smoke.ddjAN OTHERUSELESSFIGURESTUFF", you cannot replace the "textures\smoke.ddj" with something like "SOMEAWSUMFOLDERNAME\unlimitedfiguresandsuch.d dj". That won't work.
Even if you fit in some figures ("texture1\smoky.ddj"), making it hard to track after a while, you won't have the precise given details in DPI, size (X,Y (particles additionally Z axis)), layers, filters, etc.
you can keep the same " "textures\smoke.ddj" "

and just edit it from zero, just leave the same name.
04/23/2016 08:47 blapanda#4
Quote:
Originally Posted by 哈野浅哈 View Post
you can keep the same " "textures\smoke.ddj" "

and just edit it from zero, just leave the same name.
Hai.
Well, that doesn't matter, if you are going to recolor the linked ddj files, but this specific thread wants to make new effects, so yeah.
But the same issue still remains: No accessibility to the real effects, the scripted part about each item being linked to the efp, that "when to flash, when to blend in which layer, how to move resize and when to fade them out".
Joymax coded their efp files not with any common program.

You cannot create new skill effects like new weapons via 3Ds Max Design/Blender or whatever someone is using for it. Those efp files have been coded by a private application from Joymax itself.
04/25/2016 00:35 EdwardTeach+-#5
Quote:
Originally Posted by blapanda View Post
Hai.
Well, that doesn't matter, if you are going to recolor the linked ddj files, but this specific thread wants to make new effects, so yeah.
But the same issue still remains: No accessibility to the real effects, the scripted part about each item being linked to the efp, that "when to flash, when to blend in which layer, how to move resize and when to fade them out".
Joymax coded their efp files not with any common program.

You cannot create new skill effects like new weapons via 3Ds Max Design/Blender or whatever someone is using for it. Those efp files have been coded by a private application from Joymax itself.
i can use vsro npc to edit it XD
04/25/2016 17:31 blapanda#6
Quote:
Originally Posted by 哈野浅哈 View Post
i can use vsro npc to edit it XD
... do you mind elaborating this?
05/27/2020 20:57 Beba Army#7
Quote:
Originally Posted by blapanda View Post
Hai.
Well, that doesn't matter, if you are going to recolor the linked ddj files, but this specific thread wants to make new effects, so yeah.
But the same issue still remains: No accessibility to the real effects, the scripted part about each item being linked to the efp, that "when to flash, when to blend in which layer, how to move resize and when to fade them out".
Joymax coded their efp files not with any common program.

You cannot create new skill effects like new weapons via 3Ds Max Design/Blender or whatever someone is using for it. Those efp files have been coded by a private application from Joymax itself.
2020 and still being imposible?
06/03/2020 15:48 vietnguyen09#8
Quote:
Originally Posted by Beba Army View Post
2020 and still being imposible?
Same question
06/04/2020 19:07 Emerald Garden SRO#9
Now, that's a good question.
06/08/2020 10:57 guckguck#10
You can use the skilleffect file to create instances of existing effects and use them as source for new stuff...
In the end it does not matter to create everything from scratch if you can use existing effects and manipulate them to look different.

Possible (refers to a full object, not parts of it):
- multiply objects (adding additional lines)
- fade in/out with timer
- position
- movement position
- rotation
- sound
- size
- color
- a "chain of effects" if you have a matching animation on your bsr

Not possible:
- create a new "effect structure"

The top picture is based on flying dragon skill, the lower pictures are based on ice storm.

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08/02/2021 07:09 Beba Army#11
Hope a superexpert would achieve it someday <3
09/18/2025 13:01 pokemon__100#12
Hi @[Only registered and activated users can see links. Click Here To Register...]. How can I edit flying dragon skill like this:

Example Video: