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Visual Effects using "programmed effects" can now be changed (outside of engine edits) using progfx.2da. This was added in patch 1.80.8193.14.

Each line is linked directly to a line in visualeffects.2da and can be used to make, for instance, new Magic Missile style effects (with travel times etc.), which were previously impossible.

2DA Contents

Column NameExampleValid ValuesDescription and Notes
LabelBeamLightning
This is just a name for the effect for readability. No effect.
Type
1-13

1: Skin Overlay (barkskin, stoneskin, etc)

2: Used for environment mapping ?

3: Static Glow effects.

4: Lighting addition or removal.

5: Alpha transparency modifiers.

6: Pulsing Aura glows - fades between 2 colors

7: Beams

8: Stops models rendering

9: Only used by mdl for chunks ?

10: MIRV (projectiles like Magic Missile)

11: Variant MIRV with sound? (Only used for moo cows)

12: Only used for casting failures.

13: Freeze Animations

Param1
Varies

In effect types with models, this is usually the model name.

Type 1: Model Name with overlay (vdu_*) 

Type 2: Envmap Name

Type 3: Red amount

Type 5: Amount of transparency

Type 6: Red amount

Type 7: Beam Model Name

Type 10: Projectile Model Name (usually vpr_*)

Type 11: Projectile Model Name

Param2
Varies

Type 3: Green amount

Type 6: Green amount

Type 7: Source node of beam ?

Type 10: Unknown, maybe an angle? (Always 340)

Type 11: Launching Sound Effect

Param3
Varies

Type 3: Blue amount

Type 6: Blue amount

Type 10: 0 for Emitters, 2 for solid objects (1 is unused?)

Type 11: Impact Sound Effect

Param4
Varies

Type 6: Red amount, color 2

Type 10: Unknown part of formula - 4 if using log, 1 if using linear2

Type 11: ??? (Same as 10?)

Param5
Varies

Type 6: Green amount, color 2

Type 10: Math type used (log or linear2, others unknown)

Param6
VariesType 6: Blue amount, color 2
Param7
VariesType 6: Fading Duration?
Param8


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