Visual Effects are models and their related textures we reference in visualeffects.2da, progfx.2da, vfx_persistent.2da or spells.2da
We might do some more advanced stuff with shaders but a lot of the basic visual overhaul will be texture upscales/upgrades since VFX in NWN are already nice and pretty.
There are some limits to this as noted below around TXI stuff.
New VFXs
Most new VFX will be tied to a specific spell etc. and might not be listed here. Instead check the github: https://github.com/Finaldeath/overhaul
More ideas for new VFX here.
Things we could add based on current ones:
- Law and Chaos versions of the Protection and other spells
- What colours?
- Evil based ones is usually red
- Good based ones are usually yellow/white
- Law - white?
- Chaos - purple? (can't really do black)
- Hammer of the Gods usually was made up of 4 variants for different alignments. Might not bother with these since...meh it's fine.
- What colours?
- Upgraded VFX based off current ones for Greater Mage Armor etc.
- More varieties of impact effects with their own colour themes;
- Damage VFX for new damage types
We'll also make use of the unused sounds and VFX models below.
Texture Limits
Textures with TXI files referencing "proceduretype arturo" require TGA, for some reason. DDS simply don't load even if the only texture of that name. DDS can work for all other textures it seems (even other "proceduretype" calls).
The other limit is any proceduretype has a maximum texture size of 256x256.
New Models Naming Convention
New pure VFX models should likely come with a prefix, and reference "op" somewhere.
The prefixes the game uses are as follows. Bioware in the original release tended to be good at this. Expansions tended towards generic "vfx" and "fx".
- fx - Generic "effects" (usually added in expansions).
- var - VFX: Area (Cones, breath attacks etc.)
- vca - VFX: Casting
- vce - VFX: Cessation
- vcm - VFX: Combat Hit
- vco - VFX: Conjuration
- vdr - VFX: Duration (anything that lasts more than a few seconds)
- vff - VFX: Fire and Forget (generally ground based instant VFX)
- vfx - VFX: General (tends to be a lot of eyes!)
- vim - VFX: Impact (and also Beams) (generally target based instant VFX)
- vpm - VFX: Permanent? (Used for various auras)
- vpr - VFX: Projectile (MIRVs, fireballs, etc.)
- vwp - VFX: Weapon or Weapon Impact
There's also an odd "vrd" one - which is, really, just a misspelt "vdr" (only occurs on vrd_eleshield04 (Acid Shield) and nothing else).
Caching Models
The VFX models are perfect models to have in cachedmodels.2da which loads all the models always. It should stop hiccups when lots of VFX are going on (they get unloaded quickly).
Compiling Models
We should be able to have these models better optimised by compiling them. Not sure if we want to or need to enable tangent compilation on them but we could do at the same time.
VFX Sounds
Sounds are closely tied to VFX, some Overhaul work can improve some of the sound interactions the game has. In particular:
- Some looping sounds don't loop properly. Miqail has fixed Acid Sheath for instance to loop correctly. Need to check all looping sound FX and see if they can be fixed (possibly need changing to proper WAV instead of MP3? need to check how both types loop).
- Some single-shot sounds are annoying when it's a buff spell that constantly "appears" when henchmen/enemies appear from around corners. It may be good to have these separated out, ie:
- One new VFX line for the soundless duration effect
- One new VFX line for just the impact sound itself - we can fire this once
- New behaviour: We apply the sound once on the spell being fired and the soundless VFX just gets applied as the duration VFX.
- We could support a options toggle for this (which defaults to "on") to allow the old behaviour (this is safer than replacing all the old VFX lines with soundless versions then fixing EVERY script in EVERY module which ever calls a VFX outside of a spell script!)
There are also some unused sound effects in the game we could certainly implement:
- sco_positive - Unused "Spell Conjuration" effect see Conjuration and Casting Visual Effects for notes. A few other unused ones (or easily reused ones) there too.
| Sound File Name | Category | Description | Notes |
|---|---|---|---|
| sca_outmind01 | Casting | Out "mind" sound | Oddly unused, although similar ones sca_outholy01 and sca_outnatr01 are present. Would be used with vca_outmind01 |
| sco_lgupsonc01 | Conjuration | Large Ground Sonic conjuration | Simply unused VFX in general, tied to vco_lgupsonc01 and not used for any spell |
| sco_mehanheal02 | Conjuration | A healing SFX (electricity-like sound) | sco_mehanheal01 is used in the spells.2da file possibly was meant to be this one instead. Now used for cure spells. |
| sco_mehedevil01 | Conjuration | Evil SFX | Unused purely due to the spells using vco_mehedevil01 having also got a ground VFX which they used the SFX for. Could be good to reuse. Sounds nice and evil. |
| sco_positive | Conjuration | Just a simple positive sounding upwards note | May not be a conjuration sound really, or a old placeholder/holy one. |
| sdr_globemaxlp | VFX looping | Looping low drone | Might have been to have a persistent looping effect for Globe of Invunerability (sdr_globemax is the impact SFX) but might have been annoying. Could be usable elsewhere though. |
| sdr_movparallp | VFX looping | Looping noise | The impact SFX sdr_movparal.wav is used for VFX_DUR_PARALYZE, and this would have been the looping part. |
| sdr_spellturnlp | VFX looping | Looping buzzing noise | As Globe above this would be for VFX_DUR_SPELLTURNING as looping, but it is pretty annoying! |
sff_expddevil10 sff_expddevil20 sff_expddevil30 sff_expddholy10 sff_expddholy20 sff_expddholy30 | VFX impact | Impact "evil" and "holy" | These are slightly differently named, and differently sounding, to the ssf_expdevil10 / holy10 etc. SFX that are tied to VFX_FNF_LOS_EVIL_10. "Explode D Evil"? Exploded? Maybe duration? Destroyed (cessate?) not sure. They don't sound "Lawful" or "Chaotic" although perhaps could be used for that. Having a few more 10/20/30 feet sized AOEs that use them (recolouring existing ones/altering a bit) might be a good use of them. |
| sim_magdisj | VFX impact | Magical disjunction sound | Compare to sim_majdisp, would have been used on the cut VFX line "53 VFX_IMP_DISPEL_DISJUNCTION_XXX" which could do with a VFX and re-implementation to be a beefier version/coloured to match mords. |
| sim_mentfear | VFX impact | Fear screaming | Possibly made for "58 VFX_IMP_FEAR_S_XXXXX" as an alternative to the VFX_DUR_MIND_AFFECTING_FEAR that uses sdr_mindhit04 (matching the vdr_mindhit04). There is no vim_mentfear for reference. Might be good for a lesser fear impact, eg Shaken. |
| sim_movparal | VFX impact | Paralysis sound | VFX_DUR_PARALYZE uses sdr_paralyzed, there is no vim_movparal but there are similar ones for slow and haste. So not sure why this went unused. Could be reused though sounds pretty nice. |
sim_pulscold sim_pulsfire sim_pulsnatr sim_pulsneg sim_pulswater sim_pulswind | VFX impact | Pulse sounds for various types | VFX_IMP_PULSE_COLD, VFX_IMP_PULSE_FIRE, VFX_IMP_PULSE_NEGATIVE, VFX_IMP_PULSE_WATER, VFX_IMP_PULSE_WIND, VFX_IMP_PULSE_NATURE all use sim_pulse. I like these slightly altered variants wonder if it was just a mistake they were not used. Interestingly sim_pulsholy is used for VFX_IMP_PDK_GENERIC_PULSE (Purple Dragon Knight was a 1.69 addition) but could be used for VFX_IMP_PULSE_HOLY. |
| spr_beholdbeam | VFX looping | Beholder Beam SFX | Generic noise. The Beholder Rays were implemented but no beams - possibly was for one of the special beams? |
Unused VFX
Unused in progfx, spells.2da, visualeffects.2da, vfx_persistent.2da and so probably entirely unsed VFX MDLs (ie files beginning with v)
| VFX File Name | Category | Description | Notes |
|---|---|---|---|
| var_conegaze | spells.2da: Area | Generic gaze? | |
vca_coneevil01 | spells.2da: Cast | Cone: Evil? | |
| vca_conenatr01 | spells.2da: Cast | Cone: Nature | |
vca_outacid01 vca_outcold01 vca_outelec01 vca_outevil01 vca_outfire01 vca_outheal01 vca_outmind01 vca_outpos | spells.2da: Cast | Various "out" cast models. Some of the models in this style are used (eg vca_outholy01, vca_outnatr01, vca_outneg, vca_outsonic). | |
vca_uphexacid01 vca_uphexcold01 vca_uphexelec01 vca_uphexevil01 vca_uphexheal01 vca_uphexholy01 vca_uphexmind01 vca_uphexnatr01 | spells.2da: Cast | vca_uphexfire01 is the only variant of this used, specifically for 467 VFX_CONJ_FIRE - which is odd since this isn't a VFX that is defined in nwscript.nss anyway. Precursor way of doing conjuration VFX? Worth testing in any case. | |
| vca_wyrmfire | spells.2da: Cast | Unsure need to test | |
vco_ato2blue vco_ato2gren vco_ato2purp vco_ato2yelo vco_ato3blue vco_ato3orng | spells.2da: Conjuration | Generic balls of colour | See Conjuration and Casting Visual Effects some were used, mostly no sounds present though. Likely early VFX. |
vco_gazeholy | spells.2da: Conjuration | Holy Gaze | Unused apparently. |
vco_grndblue vco_grndgren vco_grndleaf vco_grndred vco_grndyelo | spells.2da: Conjuration | Ground conjuration VFX | Unused ones for spells.2da |
vco_lgrinacid01 vco_lgrincold01 vco_lgrinnatr01 vco_lgrinsonc01 | spells.2da: Conjuration | ||
vco_lgspracid01 vco_lgsprcold01 vco_lgsprheal01 vco_lgsprsonc01 | spells.2da: Conjuration | ||
vco_lgupsonc01 | spells.2da: Conjuration | ||
vco_mebalevil01 vco_mebalheal01 vco_mebalholy01 vco_mebalmind01 vco_mebalnatr01 | spells.2da: Conjuration | ||
vco_megrdacid01 vco_megrdcold01 vco_megrdelec01 vco_megrdheal01 vco_megrdsonc01 | spells.2da: Conjuration | ||
vco_mehanacid02 vco_mehancold01 vco_mehancold02 vco_mehanheal01 vco_mehanodd01 | spells.2da: Conjuration | ||
vco_mehedacid01 vco_mehedcold01 vco_mehedfire01 vco_mehedheal01 vco_mehedmind01 vco_mehednatr01 | spells.2da: Conjuration | ||
vco_smhanacid01 | spells.2da: Conjuration | ||
vco_sway2yelo | spells.2da: Conjuration | ||
vdr_heard | Duration | Likely placeholder for "Heard something", "I've been heard" or detect mode or a hearing check. Not really a useful model. | |
vdr_maglight | Duration | Likely an early magic light VFX, not really useful | |
vdr_seen | Duration | Same as vdr_heard but for being seen? Not a useful model | |
vff_pulsodd | Fire and Forget | Pulse: Odd version. No sound but might make a good one for the generic noise since we're using the other noises (see SFX above). | |
vim_expl2frost | Impact | Very similar to vim_exp2frost some slightly different changes in ASCII might be worth looking at. | |
vim_mindhit | Impact | Might be worth looking at for generic or new mind affecting effects. Likely replaced by Bioware with other VFX. | |
vim_poison02 | Impact | Likely intended for "83 VFX_IMP_POISON_L_XXXXX" - large poison - which is referenced in the poison.2da unused VFX_Impact column as VFX_IMP_POISON_L which is as shame it wasn't used. Might be worth a look. | |
vim_pulscold vim_pulsfire vim_pulsholy vim_pulsneg | Impact | These are distinctly different - and probably need a bit of tuning - alternative "pulse" effects. Worth using for certain spells and explosions. Example for Cold: The vim_pulsneg is very different looking more like an "energy drain" effect, it's also really slow pullin in purple energy: | |
vim_raygrap | Impact: Ray | "Ray: Grapple"? maybe for HotU but went unused. Need to check it out. | |
vim_sfalgood | Impact | This is likely a very early VFX that was related to Word of Faith's eventual final design. A (misaligned) texture comes down and spins. It's probably "Falling VFX: Good". | |
vim_swarm001 | Impact | Looks to be a vey nice little emitter to do "bug-like" effects with them swarming around the person (it's also different to creeping deaths AOE VFX vps_bugs which are generic "nodes"), however the texture is not in the game (fxpa_bugs). Might be good to cleanup and use. | |
vpr_arocold vpr_aroelect vpr_aroevil vpr_aroflame vpr_aroholy vpr_aromind vpr_aroodd vpr_arosonic vpr_arrow001 | spells.2da: Projectile | Arrows | All kinds of arrows. Acid and Flame are used for, well Acid Arrow and Flame Arrow respectively. |
vpr_ectoheal01 | spells.2da: Projectile | Projectile for "healing"? | |
vpr_firemisl | spells.2da: Projectile | Projectile for "fire missile"? | |
vwp_l_blood_nast | Weapon: Blood | "Nasty" blood. More like puke coloured heh. The other are all used for usual damage VFX. This is used for the "nasty" cheat that is in the engine code but unlike pony rides or cows isn't enabled. |
VFX Model List
Not all VFX models are solely used for VFX. These are at the bottom in their own section when primarily something else (Eg a placeable, tile).
Chunks - defined as chunkName in other MDL files - are separate below as well.
| Model Name | Reference(s) | Textures (if any) | TXI (if any) | Chunks (if any) | Overhaul Changes Made (if any) | Notes |
|---|---|---|---|---|---|---|
| fx_clouds | spells.2da | fxpa_smoke01 | ||||
| fx_dirtfont | spells.2da | fxpa_splash | ||||
| fx_flame01 | Engine hardcoded (tile source lights) | fxpa_flame05 fxpa_flame00 | ||||
| fx_leaf | spells.2da | fxpa_leaf | ||||
| fx_light_clr | progfx.2da - lights / vision | |||||
| fx_lightning01 | weathertypes.2da | |||||
| fx_placeable01 | Engine hardcoded (placeable lights) | fxpa_flare | Removal of fxpa_flare texture | Left the rest alone but removed the flare that is used as a "lens flare" | ||
| fx_rain | weathertypes.2da | fxpa_rain01 | ||||
| fx_snow | weathertypes.2da | fxpa_fig8 | ||||
| fx_wind | spells.2da | fxpa_white | ||||
| rockexpld | spells.2da | fxpa_smoke01 | fx_chunklg, fx_chunkm, fx_chunksm | |||
| rockexpld01 | spells.2da | fxpa_smoke01 | fx_chunklg, fx_chunkm, fx_chunksm | |||
| var_conebfly | spells.2da - Butterfly Spray | |||||
| var_conecold | spells.2da - Cone of Cold and Cone: Cold | |||||
| var_conedisea | spells.2da - Cone: Disease | |||||
| var_conefire | spells.2da - Burning Hands, Cone: Fire, Hellhound Breath | |||||
| var_conegems | spells.2da - Gem Spray | |||||
| var_conepois | spells.2da - Cone: Poison, Golem Breath | |||||
| var_conepris | spells.2da - Prismatic Spray, Dragon Breath: Prismatic | |||||
| var_conespar | spells.2da - Color Spray | |||||
| var_dragcold | spells.2da - Dragon Breath: Cold | |||||
| vca_coneacid01 | spells.2da - Cone: Acid, Mestils Acid Breath | |||||
| vca_conesonc01 | spells.2da - Cone: Sonic | |||||
| vca_dragacid | spells.2da - Dragon Breath: Acid | |||||
| vca_dragbreath | spells.2da - Dragon Disciple Fire Breath | Might be slightly different to the others so worth using as a base for other "humanoid dragon breaths". | ||||
| vca_dragelec | spells.2da - Dragon Breath: Electric | |||||
| vca_dragfire | spells.2da - Dragon Breath: Fire | |||||
| vca_draggas | spells.2da - Dragon Breath: Gas (Poison) | |||||
| vca_dragmind | spells.2da - Dragon Breath: Fear, and Dragon Breath: Sleep | Might be worth making two versions, one for sleep one for fear. Need to look at it. | ||||
| vca_dragodd | spells.2da - Dragon Breath: Paralysis, Slow, Weakness | Could split these up as well (or add some slight variation) | ||||
| vca_outholy01 | spells.2da - Cast Visual "Holy" - Banishment, Remove Disease, Dismissal | |||||
| vca_outnatr01 | spells.2da - Cast Visual "Nature" - | |||||
| vca_outneg | spells.2da | |||||
| vca_outsonic | spells.2da | |||||
| vca_uphexfire01 | spells.2da | |||||
| vce_negative | spells.2da | |||||
| vce_neutral | spells.2da | |||||
| vce_positive | spells.2da | |||||
| vcm_hitacid | spells.2da | |||||
| vcm_hitcold | spells.2da | |||||
| vcm_hitelec | spells.2da | |||||
| vcm_hitfire | spells.2da | |||||
| vcm_hitpower | spells.2da | |||||
| vcm_hitsmite | spells.2da | |||||
| vcm_hitsonc | spells.2da | |||||
| vcm_monkki | Hardcoded: Ki Damage | |||||
| vcm_monkstun | Hardcoded: Stun Stunning Fist | |||||
| vcm_monkquiv | Hardcoded: Quiverying Palm | |||||
| vco_ato2red | spells.2da | |||||
| vco_atomblue | spells.2da | |||||
| vco_atomgren | spells.2da | |||||
| vco_atompurp | spells.2da | |||||
| vco_atomred | spells.2da | |||||
| vco_atomyelo | spells.2da | |||||
| vco_gazeevil | spells.2da | |||||
| vco_gazemind | spells.2da | |||||
| vco_gazeodd | spells.2da | |||||
| vco_gazesonc | spells.2da | |||||
| vco_grndpurp | spells.2da | |||||
| vco_grndskul | spells.2da | |||||
| vco_lgrinelec01 | spells.2da | |||||
| vco_lgrinevil01 | spells.2da | |||||
| vco_lgrinfire01 | spells.2da | |||||
| vco_lgrinheal01 | spells.2da | |||||
| vco_lgrinholy01 | spells.2da | |||||
| vco_lgrinmind01 | spells.2da | |||||
| vco_lgrinodd01 | spells.2da | |||||
| vco_lgsprelec01 | spells.2da | |||||
| vco_lgsprevil01 | spells.2da | |||||
| vco_lgsprfire01 | spells.2da | |||||
| vco_lgsprholy01 | spells.2da | |||||
| vco_lgsprmind01 | spells.2da | |||||
| vco_lgsprnatr01 | spells.2da | |||||
| vco_lgsprodd01 | spells.2da | |||||
| vco_lgupelec01 | spells.2da | |||||
| vco_lgupevil01 | spells.2da | |||||
| vco_lgupfire01 | spells.2da | |||||
| vco_lgupholy01 | spells.2da | |||||
| vco_lgupmind01 | spells.2da | |||||
| vco_lgupnatr01 | spells.2da | |||||
| vco_lgupodd01 | spells.2da | |||||
| vco_mebalacid01 | spells.2da | |||||
| vco_mebalcold01 | spells.2da | |||||
| vco_mebalelec01 | spells.2da | |||||
| vco_mebalfire01 | spells.2da | |||||
| vco_mebalodd01 | spells.2da | |||||
| vco_mebalsonc01 | spells.2da | |||||
| vco_megrdevil01 | spells.2da | |||||
| vco_megrdfire01 | spells.2da | |||||
| vco_megrdholy01 | spells.2da | |||||
| vco_megrdmind01 | spells.2da | |||||
| vco_megrdnatr01 | spells.2da | |||||
| vco_megrdodd01 | spells.2da | |||||
| vco_mehanacid01 | spells.2da | |||||
| vco_mehanacid03 | spells.2da | |||||
| vco_mehancold03 | spells.2da | |||||
| vco_mehanelec01 | spells.2da | |||||
| vco_mehanelec02 | spells.2da | |||||
| vco_mehanelec03 | spells.2da | |||||
| vco_mehanevil01 | spells.2da | |||||
| vco_mehanevil02 | spells.2da | |||||
| vco_mehanevil03 | spells.2da | |||||
| vco_mehanfire01 | spells.2da | |||||
| vco_mehanfire02 | spells.2da | |||||
| vco_mehanfire03 | spells.2da | |||||
| vco_mehanheal02 | spells.2da | |||||
| vco_mehanheal03 | spells.2da | |||||
| vco_mehanholy01 | spells.2da | |||||
| vco_mehanholy02 | spells.2da | |||||
| vco_mehanholy03 | spells.2da | |||||
| vco_mehanmind01 | spells.2da | |||||
| vco_mehanmind02 | spells.2da | |||||
| vco_mehanmind03 | spells.2da | |||||
| vco_mehannatr01 | spells.2da | |||||
| vco_mehannatr02 | spells.2da | |||||
| vco_mehannatr03 | spells.2da | |||||
| vco_mehanodd02 | spells.2da | |||||
| vco_mehanodd03 | spells.2da | |||||
| vco_mehansonc01 | spells.2da | |||||
| vco_mehansonc02 | spells.2da | |||||
| vco_mehansonc03 | spells.2da | |||||
| vco_mehedelec01 | spells.2da | |||||
| vco_mehedevil01 | spells.2da | |||||
| vco_mehedholy01 | spells.2da | |||||
| vco_mehedodd01 | spells.2da | |||||
| vco_mehedsonc01 | spells.2da | |||||
| vco_smhancold01 | spells.2da | |||||
| vco_smhanelec01 | spells.2da | |||||
| vco_smhanevil01 | spells.2da | |||||
| vco_smhanfire01 | spells.2da | |||||
| vco_smhanheal01 | spells.2da | |||||
| vco_smhanholy01 | spells.2da | |||||
| vco_smhanholy1 | spells.2da | |||||
| vco_smhanmind01 | spells.2da | |||||
| vco_smhannatr01 | spells.2da | |||||
| vco_smhanodd01 | spells.2da | |||||
| vco_smhansonc01 | spells.2da | |||||
| vco_swar3blue | spells.2da | |||||
| vco_wraith | spells.2da | |||||
| vdr_antilght | spells.2da and vfx_persistent.2da | |||||
| vdr_bardsong | spells.2da | |||||
| vdr_bigby_cle | spells.2da | |||||
| vdr_bigby_cru | spells.2da | |||||
| vdr_bigby_gra | spells.2da | |||||
| vdr_bigby_int | spells.2da | |||||
| vdr_bubbles_m | spells.2da | |||||
| vdr_caltrops | spells.2da | |||||
| vdr_darkness | spells.2da | |||||
| vdr_deatharmor | spells.2da | |||||
| vdr_eleshield | spells.2da | |||||
| vdr_eleshield02 | spells.2da | |||||
| vdr_eleshield03 | spells.2da | |||||
| vdr_entang01 | visualeffects.2da - VFX_DUR_ENTANGLE | |||||
| vdr_entang02 | visualeffects.2da - VFX_DUR_ENTANGLE | Is for Impact Node - H for Entangle but the file doesn't exist. Instead we'll just reuse vdr_entang02 for this node. It'll suitably be resized anyway. | ||||
| vdr_entangle | spells.2da | |||||
| vdr_freemov01 | spells.2da | |||||
| vdr_freemov02 | spells.2da | |||||
| vdr_freemove | spells.2da | |||||
| vdr_garrowa | spells.2da | |||||
| vdr_garrowb | spells.2da | |||||
| vdr_garrowc | spells.2da | |||||
| vdr_garrowd | spells.2da | |||||
| vdr_garrowe | spells.2da | |||||
| vdr_garrowf | spells.2da | |||||
| vdr_garrowg | spells.2da | |||||
| vdr_garw_a1 | spells.2da | |||||
| vdr_garw_a2 | spells.2da | |||||
| vdr_garw_a3 | spells.2da | |||||
| vdr_garw_a4 | spells.2da | |||||
| vdr_garw_a5 | spells.2da | |||||
| vdr_garw_a6 | spells.2da | |||||
| vdr_garw_a7 | spells.2da | |||||
| vdr_garw_a8 | spells.2da | |||||
| vdr_garw_b1 | spells.2da | |||||
| vdr_garw_b2 | spells.2da | |||||
| vdr_garw_b3 | spells.2da | |||||
| vdr_garw_b4 | spells.2da | |||||
| vdr_garw_b5 | spells.2da | |||||
| vdr_garw_c1 | spells.2da | |||||
| vdr_garw_c2 | spells.2da | |||||
| vdr_garw_c3 | spells.2da | |||||
| vdr_garw_c4 | spells.2da | |||||
| vdr_garw_c5 | spells.2da | |||||
| vdr_garw_d1 | spells.2da | |||||
| vdr_garw_d2 | spells.2da | |||||
| vdr_garw_d3 | spells.2da | |||||
| vdr_garw_e1 | spells.2da | |||||
| vdr_garw_e2 | spells.2da | |||||
| vdr_garw_e3 | spells.2da | |||||
| vdr_ghostsmoke | spells.2da | |||||
| vdr_ghostsmoke2 | spells.2da | |||||
| vdr_globe01 | visualeffects.2da | fxpa_globe | fxpa_globe | L node for Globe of Invulnerability. | ||
| vdr_globe02 | visualeffects.2da | fxpa_globe | fxpa_globe | H node for Globe of Invulnerability. | ||
| vdr_globemax | visualeffects.2da | fxpa_globe2 | fxpa_globe2 | M node for Globe of Invulnerability. | ||
| vdr_globemin | visualeffects.2da | fxpa_globe | fxpa_globe | M node for Minor Globe of Invulnerability. For some reason it is not the same as normal Globe of Invulnerability with it having more variants. | ||
| vdr_hwquill | spells.2da | |||||
| vdr_irongreen | spells.2da | |||||
| vdr_ironred | spells.2da | |||||
| vdr_ironyelow | spells.2da | |||||
| vdr_magearmor | spells.2da | |||||
| vdr_magearmor2 | spells.2da | |||||
| vdr_magsee | spells.2da | |||||
| vdr_mindhelp | spells.2da | |||||
| vdr_mindhit | spells.2da | |||||
| vdr_mindhit02 | spells.2da | |||||
| vdr_mindhit03 | spells.2da | |||||
| vdr_mindhit04 | spells.2da | |||||
| vdr_movparal | spells.2da | |||||
| vdr_movparal02 | spells.2da | |||||
| vdr_movparal03 | spells.2da | |||||
| vdr_pdkfear | spells.2da | |||||
| vdr_pixiedust | spells.2da | |||||
| vdr_protelem | spells.2da | |||||
| vdr_protelem01 | spells.2da | |||||
| vdr_protelem02 | spells.2da | |||||
| vdr_protevil01 | spells.2da | |||||
| vdr_protevil02 | spells.2da | |||||
| vdr_protgood01 | spells.2da | |||||
| vdr_protgood02 | spells.2da | |||||
| vdr_sanctuary | spells.2da | |||||
| vdr_shad01 | spells.2da | |||||
| vdr_shad02 | spells.2da | |||||
| vdr_shieldmap_01 | spells.2da | |||||
| vdr_smoke | spells.2da | |||||
| vdr_spellres | spells.2da | |||||
| vdr_spellres01 | spells.2da | |||||
| vdr_spellres02 | spells.2da | |||||
| vdr_spellturn | spells.2da | |||||
| vdr_stone01 | spells.2da | |||||
| vdr_stone02 | spells.2da | |||||
| vdr_turning01 | spells.2da | |||||
| vdr_turning02 | spells.2da | |||||
| vdr_web | spells.2da | |||||
| vdr_web01 | spells.2da | |||||
| vdr_web02 | spells.2da | |||||
| vdr_webmass | spells.2da | |||||
| vdu_beam000 | progfx.2da - Beam | |||||
| vff_combansh | spells.2da | |||||
| vff_combansh_l | spells.2da - Low Quality | |||||
| vff_comtime | spells.2da | |||||
| vff_comvortex | spells.2da | |||||
| vff_comvortex_l | spells.2da - Low Quality | |||||
| vff_comweird | spells.2da | |||||
| vff_comweird_l | spells.2da - Low Quality | |||||
| vff_comweird2 | spells.2da | |||||
| vff_deck | spells.2da | |||||
| vff_dragbreath | spells.2da | |||||
| vff_expdevil10 | spells.2da | |||||
| vff_expdevil20 | spells.2da | |||||
| vff_expdevil30 | spells.2da | |||||
| vff_expdholy10 | spells.2da | |||||
| vff_expdholy20 | spells.2da | |||||
| vff_expdholy30 | spells.2da | |||||
| vff_expdlos10 | spells.2da | |||||
| vff_expdlos20 | spells.2da | |||||
| vff_expdlos30 | spells.2da | |||||
| vff_expgdisp | spells.2da | |||||
| vff_expgdisp_l | spells.2da - Low Quality | |||||
| vff_explblind | spells.2da | |||||
| vff_explblind_l | spells.2da - Low Quality | |||||
| vff_expldisp | spells.2da | |||||
| vff_expldisp_l | spells.2da - Low Quality | |||||
| vff_explelectric | spells.2da | |||||
| vff_explfire | spells.2da | fxpa_explode2 and others | fxpa_explode2 and others | See notes | TheCapulet's better fireball explosion: https://neverwintervault.org/project/nwn1/other/visual-effect/explosion-vfx-override Adds a new fxpa_explode but only for the fireball, this is wise since the x/y grid is bigger. The only other models that use it are vff_explfire_l.mdl (lower quality fireball version, probably leave as is), vff_rainmeteor_l.mdl (Meteor Swarm) and vim_ruin.mdl (Ruin) these may be upgraded too later. | |
| vff_explfire_l | spells.2da - Low Quality | |||||
| vff_explkill | spells.2da | |||||
| vff_explkill_l | spells.2da - Low Quality | |||||
| vff_explmord | spells.2da | |||||
| vff_explmord_l | spells.2da - Low Quality | |||||
| vff_explmythlar | spells.2da | |||||
| vff_explnature | spells.2da | |||||
| vff_explnature_l | spells.2da - Low Quality | |||||
| vff_explsonic | spells.2da | |||||
| vff_explsonic_l | spells.2da - Low Quality | |||||
| vff_explstun | spells.2da | |||||
| vff_explstun_l | spells.2da - Low Quality | |||||
| vff_explsun | spells.2da | |||||
| vff_explsun_l | spells.2da - Low Quality | |||||
| vff_explword | spells.2da | |||||
| vff_explword_l | spells.2da - Low Quality | |||||
| vff_gasacid | spells.2da | |||||
| vff_gasevil | spells.2da | |||||
| vff_gasfire | spells.2da | |||||
| vff_gasgrease | spells.2da | |||||
| vff_gasmind | spells.2da | |||||
| vff_gasnatr | spells.2da | |||||
| vff_gassmoke | spells.2da | |||||
| vff_hellball | spells.2da | |||||
| vff_howlmind | spells.2da | |||||
| vff_howlodd | spells.2da | |||||
| vff_piranha | spells.2da | |||||
| vff_pulscold | spells.2da | |||||
| vff_pulsfire | spells.2da | |||||
| vff_pulsholy | spells.2da | |||||
| vff_pulsnatr | spells.2da | |||||
| vff_pulsneg | spells.2da | |||||
| vff_pulswater | spells.2da | |||||
| vff_pulswind | spells.2da | |||||
| vff_rainfire | spells.2da | |||||
| vff_rainfire_l | spells.2da - Low Quality | |||||
| vff_rainice | spells.2da | |||||
| vff_rainice_l | spells.2da - Low Quality | |||||
| vff_rainmeteor | spells.2da | |||||
| vff_rainmeteor_l | spells.2da - Low Quality | |||||
| vff_rayhand | spells.2da | |||||
| vff_revivedrag | spells.2da | |||||
| vff_slingblade | spells.2da | |||||
| vff_strkholy | spells.2da | |||||
| vff_strkholy_l | spells.2da - Low Quality | |||||
| vff_summevil | spells.2da | |||||
| vff_summevil_l | spells.2da - Low Quality | |||||
| vff_summgood | spells.2da | |||||
| vff_summgood_l | spells.2da - Low Quality | |||||
| vff_summon1 | spells.2da | |||||
| vff_summon1_l | spells.2da - Low Quality | |||||
| vff_summon2 | spells.2da | |||||
| vff_summon2_l | spells.2da - Low Quality | |||||
| vff_summon3 | spells.2da | |||||
| vff_summon3_l | spells.2da - Low Quality | |||||
| vff_summund | spells.2da | |||||
| vff_summund_l | spells.2da - Low Quality | |||||
| vff_sumondragon | spells.2da | |||||
| vff_sumonmummy | spells.2da | |||||
| vff_warcry | spells.2da | |||||
| vff_wilting | spells.2da | |||||
| vff_wilting_l | spells.2da - Low Quality | |||||
| vfx_blueeyes | spells.2da | |||||
| vfx_blueeyesd | spells.2da | |||||
| vfx_blueeyesdf | spells.2da | |||||
| vfx_blueeyese | spells.2da | |||||
| vfx_blueeyesef | spells.2da | |||||
| vfx_blueeyesf | spells.2da | |||||
| vfx_blueeyesg | spells.2da | |||||
| vfx_blueeyesgf | spells.2da | |||||
| vfx_blueeyesh | spells.2da | |||||
| vfx_blueeyeshf | spells.2da | |||||
| vfx_blueeyeso | spells.2da | |||||
| vfx_blueeyesof | spells.2da | |||||
| vfx_blueeyest | spells.2da | |||||
| vfx_cyneyes | spells.2da | |||||
| vfx_cyneyesd | spells.2da | |||||
| vfx_cyneyesdf | spells.2da | |||||
| vfx_cyneyese | spells.2da | |||||
| vfx_cyneyesef | spells.2da | |||||
| vfx_cyneyesf | spells.2da | |||||
| vfx_cyneyesg | spells.2da | |||||
| vfx_cyneyesgf | spells.2da | |||||
| vfx_cyneyesh | spells.2da | |||||
| vfx_cyneyeshf | spells.2da | |||||
| vfx_cyneyeso | spells.2da | |||||
| vfx_cyneyesof | spells.2da | |||||
| vfx_cyneyest | spells.2da | |||||
| vfx_deadeyes | spells.2da | |||||
| vfx_deadeyesd | spells.2da | |||||
| vfx_deadeyesdf | spells.2da | |||||
| vfx_deadeyese | spells.2da | |||||
| vfx_deadeyesef | spells.2da | |||||
| vfx_deadeyesf | spells.2da | |||||
| vfx_deadeyesg | spells.2da | |||||
| vfx_deadeyesgf | spells.2da | |||||
| vfx_deadeyesh | spells.2da | |||||
| vfx_deadeyeshf | spells.2da | |||||
| vfx_deadeyeso | spells.2da | |||||
| vfx_deadeyesof | spells.2da | |||||
| vfx_deadeyest | spells.2da | |||||
| vfx_flagblue | spells.2da | |||||
| vfx_flagpurp | spells.2da | |||||
| vfx_flagred | spells.2da | |||||
| vfx_flagyelo | spells.2da | |||||
| vfx_flameeyes | spells.2da | |||||
| vfx_flameeyesd | spells.2da | |||||
| vfx_flameeyesdf | spells.2da | |||||
| vfx_flameeyese | spells.2da | |||||
| vfx_flameeyesef | spells.2da | |||||
| vfx_flameeyesf | spells.2da | |||||
| vfx_flameeyesg | spells.2da | |||||
| vfx_flameeyesgf | spells.2da | |||||
| vfx_flameeyesh | spells.2da | |||||
| vfx_flameeyeshf | spells.2da | |||||
| vfx_flameeyeso | spells.2da | |||||
| vfx_flameeyesof | spells.2da | |||||
| vfx_flameeyest | spells.2da | |||||
| vfx_iconglow | spells.2da | |||||
| vfx_monkeyes | spells.2da and hardcoded | |||||
| vfx_monkeyesd | spells.2da and hardcoded | |||||
| vfx_monkeyesdf | spells.2da and hardcoded | |||||
| vfx_monkeyesef | spells.2da and hardcoded | |||||
| vfx_monkeyesf | spells.2da and hardcoded | |||||
| vfx_monkeyesg | spells.2da and hardcoded | |||||
| vfx_monkeyesgf | spells.2da and hardcoded | |||||
| vfx_monkeyesha | spells.2da and hardcoded | |||||
| vfx_monkeyesof | spells.2da and hardcoded | |||||
| vfx_orgeyes | spells.2da | |||||
| vfx_orgeyesd | spells.2da | |||||
| vfx_orgeyesdf | spells.2da | |||||
| vfx_orgeyese | spells.2da | |||||
| vfx_orgeyesef | spells.2da | |||||
| vfx_orgeyesf | spells.2da | |||||
| vfx_orgeyesg | spells.2da | |||||
| vfx_orgeyesgf | spells.2da | |||||
| vfx_orgeyesh | spells.2da | |||||
| vfx_orgeyeshf | spells.2da | |||||
| vfx_orgeyeso | spells.2da | |||||
| vfx_orgeyesof | spells.2da | |||||
| vfx_orgeyest | spells.2da | |||||
| vfx_pureyes | spells.2da | |||||
| vfx_pureyesd | spells.2da | |||||
| vfx_pureyesdf | spells.2da | |||||
| vfx_pureyese | spells.2da | |||||
| vfx_pureyesef | spells.2da | |||||
| vfx_pureyesf | spells.2da | |||||
| vfx_pureyesg | spells.2da | |||||
| vfx_pureyesgf | spells.2da | |||||
| vfx_pureyesh | spells.2da | |||||
| vfx_pureyeshf | spells.2da | |||||
| vfx_pureyeso | spells.2da | |||||
| vfx_pureyesof | spells.2da | |||||
| vfx_pureyest | spells.2da | |||||
| vfx_silveyes | spells.2da | |||||
| vfx_whteyes | spells.2da | |||||
| vfx_whteyesd | spells.2da | |||||
| vfx_whteyesdf | spells.2da | |||||
| vfx_whteyese | spells.2da | |||||
| vfx_whteyesef | spells.2da | |||||
| vfx_whteyesf | spells.2da | |||||
| vfx_whteyesg | spells.2da | |||||
| vfx_whteyesgf | spells.2da | |||||
| vfx_whteyesh | spells.2da | |||||
| vfx_whteyeshf | spells.2da | |||||
| vfx_whteyeso | spells.2da | |||||
| vfx_whteyesof | spells.2da | |||||
| vfx_whteyest | spells.2da | |||||
| vfx_yeleyes | spells.2da | |||||
| vfx_yeleyesd | spells.2da | |||||
| vfx_yeleyesdf | spells.2da | |||||
| vfx_yeleyese | spells.2da | |||||
| vfx_yeleyesef | spells.2da | |||||
| vfx_yeleyesf | spells.2da | |||||
| vfx_yeleyesg | spells.2da | |||||
| vfx_yeleyesgf | spells.2da | |||||
| vfx_yeleyesh | spells.2da | |||||
| vfx_yeleyeshf | spells.2da | |||||
| vfx_yeleyeso | spells.2da | |||||
| vfx_yeleyesof | spells.2da | |||||
| vfx_yeleyest | spells.2da | |||||
| vim_ballfire | spells.2da | |||||
| vim_bigby_for | spells.2da | |||||
| vim_blinddeaf | spells.2da | |||||
| vim_bonabil | spells.2da | |||||
| vim_bonac | spells.2da | |||||
| vim_bonholy | spells.2da | |||||
| vim_cntfort | spells.2da | |||||
| vim_cntglobe | spells.2da | |||||
| vim_cntmantle | spells.2da | |||||
| vim_cntrefl | spells.2da | |||||
| vim_cntresist | spells.2da | |||||
| vim_cntwill | spells.2da | |||||
| vim_destruct | spells.2da | |||||
| vim_destruct_l | spells.2da | |||||
| vim_disease | spells.2da | |||||
| vim_dracdust | spells.2da | |||||
| vim_exp2acid | spells.2da | |||||
| vim_exp2flame | spells.2da | |||||
| vim_exp2frost | spells.2da | |||||
| vim_exp2light | spells.2da | |||||
| vim_explacid | spells.2da | |||||
| vim_explflame | spells.2da | |||||
| vim_explfrost | spells.2da | |||||
| vim_explight | spells.2da | |||||
| vim_explsonic | spells.2da | |||||
| vim_explsun | spells.2da | |||||
| vim_gkemp01 | spells.2da | |||||
| vim_gkemp02 | spells.2da | |||||
| vim_heal01 | spells.2da | |||||
| vim_heal02 | spells.2da | |||||
| vim_heal03 | spells.2da | |||||
| vim_heal04 | spells.2da | |||||
| vim_heal05 | spells.2da | |||||
| vim_healcond | spells.2da | |||||
| vim_healdead | spells.2da | |||||
| vim_holheal02 | spells.2da | |||||
| vim_holheal04 | spells.2da | |||||
| vim_holheal06 | spells.2da | |||||
| vim_lanshata | spells.2da | |||||
| vim_lanshatb | spells.2da | |||||
| vim_lanshatc | spells.2da | |||||
| vim_lashfire | progfx.2da - Beam | |||||
| vim_magblue | spells.2da | |||||
| vim_magbreach | spells.2da | |||||
| vim_magdisp | spells.2da | |||||
| vim_magdoom | spells.2da | |||||
| vim_magknock | spells.2da | |||||
| vim_magpoly | spells.2da | |||||
| vim_magsee | spells.2da | |||||
| vim_magsilenc | spells.2da | |||||
| vim_magsleep | spells.2da | |||||
| vim_magsuper | spells.2da | |||||
| vim_mentcharm | spells.2da | |||||
| vim_mentcloud | vfx_persistent.2da | |||||
| vim_mentconf | spells.2da | |||||
| vim_mentdaze | spells.2da | |||||
| vim_mentdomn | spells.2da | |||||
| vim_mentstun | spells.2da | |||||
| vim_movhaste | spells.2da | |||||
| vim_movslow | spells.2da | |||||
| vim_negabil | spells.2da | |||||
| vim_negative | spells.2da | |||||
| vim_negdeath | spells.2da | |||||
| vim_negdeath2 | spells.2da | |||||
| vim_negharm | spells.2da | |||||
| vim_nmsmoke | spells.2da | |||||
| vim_pdkhhit | spells.2da | |||||
| vim_pdkinsp | spells.2da | |||||
| vim_pdkoath | spells.2da | |||||
| vim_pdkrally | spells.2da | |||||
| vim_pdkshld | spells.2da | |||||
| vim_pdkstnd | spells.2da | |||||
| vim_pdkwav | spells.2da | |||||
| vim_pdkwrth | spells.2da | |||||
| vim_poison01 | spells.2da | |||||
| vim_premo | spells.2da | |||||
| vim_protdeath | spells.2da | |||||
| vim_protelem | spells.2da | |||||
| vim_protevil | spells.2da | |||||
| vim_protevil01 | spells.2da | |||||
| vim_protevil02 | spells.2da | |||||
| vim_protgood | spells.2da | |||||
| vim_protgood01 | spells.2da | |||||
| vim_protgood02 | spells.2da | |||||
| vim_protmagic | spells.2da | |||||
| vim_rayblack | progfx.2da - Beam | |||||
| vim_raychain | progfx.2da - Beam | |||||
| vim_raycold | progfx.2da - Beam | |||||
| vim_raydisinta | progfx.2da - Beam | |||||
| vim_rayevil | progfx.2da - Beam | |||||
| vim_rayfire | progfx.2da - Beam | |||||
| vim_rayfire_w | progfx.2da - Beam | |||||
| vim_rayflame | progfx.2da - Beam | |||||
| vim_rayhand | spells.2da | |||||
| vim_rayholy | progfx.2da - Beam | |||||
| vim_raymind | progfx.2da - Beam | |||||
| vim_rayodd | progfx.2da - Beam | |||||
| vim_ruin | spells.2da | |||||
| vim_shwngacid01 | spells.2da | |||||
| vim_shwngcold01 | spells.2da | |||||
| vim_shwngelec01 | spells.2da | |||||
| vim_shwngevil01 | spells.2da | |||||
| vim_shwngfire01 | spells.2da | |||||
| vim_shwngheal01 | spells.2da | |||||
| vim_shwngholy01 | spells.2da | |||||
| vim_shwngmind01 | spells.2da | |||||
| vim_shwngnatr01 | spells.2da | |||||
| vim_shwngodd01 | spells.2da | |||||
| vim_shwngsonc01 | spells.2da | |||||
| vim_spellfail | progfx.2da - Spell failure | |||||
| vim_spike | spells.2da | |||||
| vim_strkfire | spells.2da | |||||
| vim_strkholy | spells.2da | |||||
| vim_unsummon | spells.2da | |||||
| vim_wallspike | spells.2da | |||||
| vpm_circcont | spells.2da | |||||
| vpm_circdrain | spells.2da | |||||
| vpm_circfear | spells.2da | |||||
| vpm_circfire | spells.2da | |||||
| vpm_circfrost | spells.2da | |||||
| vpm_circpois | spells.2da | |||||
| vpm_circprot | spells.2da | |||||
| vpm_circradi | spells.2da | |||||
| vpm_circsilc | spells.2da | |||||
| vpm_circvisag | spells.2da | |||||
| vpm_dragfear | spells.2da | |||||
| vpr_aroacid | progfx.2da - MIRV and spells.2da | |||||
| vpr_arofire | progfx.2da - MIRV | |||||
| vpr_bigby_c | spells.2da | |||||
| vpr_bigby_o | spells.2da | |||||
| vpr_ectoacid01 | spells.2da | |||||
| vpr_ectocold01 | spells.2da | |||||
| vpr_ectoelec01 | spells.2da | |||||
| vpr_ectoelectric | progfx.2da - MIRV | |||||
| vpr_ectoevil01 | spells.2da | |||||
| vpr_ectofire01 | spells.2da | |||||
| vpr_ectoholy01 | spells.2da | |||||
| vpr_ectomind01 | spells.2da | |||||
| vpr_ectonatr01 | spells.2da | |||||
| vpr_ectoodd01 | spells.2da | |||||
| vpr_ectosonc01 | spells.2da | |||||
| vpr_fireball | spells.2da | |||||
| vpr_gas | vfx_persistent.2da | |||||
| vpr_gas_l | vfx_persistent.2da - Low Quality | |||||
| vpr_heavybolt | spells.2da | |||||
| vpr_kngpow | progfx.2da - CheatCow | |||||
| vpr_los | spells.2da | |||||
| vpr_magmisl | progfx.2da - MIRV | |||||
| vpr_raybeholda_1 | spells.2da | |||||
| vpr_raybeholda_2 | spells.2da | |||||
| vpr_raybeholda_3 | spells.2da | |||||
| vpr_raybeholda_4 | spells.2da | |||||
| vpr_ringsmal | spells.2da | |||||
| vpr_shardice | spells.2da | |||||
| vpr_wraith | spells.2da | |||||
| vps_bugs | spells.2da and vfx_persistent.2da | |||||
| vps_bugs_l | vfx_persistent.2da - Low Quality | |||||
| vps_delfireb | vfx_persistent.2da | |||||
| vps_delfireb_l | vfx_persistent.2da - Low Quality | |||||
| vps_entangle | vfx_persistent.2da | |||||
| vps_entangle_l | vfx_persistent.2da - Low Quality | |||||
| vps_fogacid | vfx_persistent.2da | |||||
| vps_fogacid_l | vfx_persistent.2da - Low Quality | |||||
| vps_fogfire | vfx_persistent.2da | |||||
| vps_fogfire_l | vfx_persistent.2da - Low Quality | |||||
| vps_fogkill | vfx_persistent.2da | |||||
| vps_fogkill_l | vfx_persistent.2da - Low Quality | |||||
| vps_fogmind | vfx_persistent.2da | |||||
| vps_fogmind_l | vfx_persistent.2da - Low Quality | |||||
| vps_fogstink | vfx_persistent.2da | |||||
| vps_fogstink_l | vfx_persistent.2da - Low Quality | |||||
| vps_glyphward | spells.2da | |||||
| vps_grease | vfx_persistent.2da | |||||
| vps_grease_l | vfx_persistent.2da - Low Quality | |||||
| vps_nmsmoke | vfx_persistent.2da | |||||
| vps_stonehold | spells.2da | |||||
| vps_storm | vfx_persistent.2da | |||||
| vps_storm_l | vfx_persistent.2da - Low Quality | |||||
| vps_sword_01 | vfx_persistent.2da | |||||
| vps_sword_02 | vfx_persistent.2da | |||||
| vps_sword_03 | vfx_persistent.2da | |||||
| vps_tentacle | spells.2da and vfx_persistent.2da | |||||
| vps_tentacle_l | vfx_persistent.2da - Low Quality | |||||
| vps_wallfire | vfx_persistent.2da | |||||
| vps_wallfire_l | vfx_persistent.2da - Low Quality | |||||
| vrd_eleshield04 | spells.2da | |||||
| vwp_flash_blured | spells.2da | |||||
| vwp_flash_pnkor | spells.2da | |||||
| vwp_flash_redor | spells.2da | |||||
| vwp_flash_redwhi | spells.2da | |||||
| vwp_flash_whiblu | spells.2da | |||||
| vwp_flash_whior | spells.2da | |||||
| vwp_l_bldspark | spells.2da | |||||
| vwp_l_blood_grn | spells.2da | |||||
| vwp_l_blood_red | spells.2da | |||||
| vwp_l_blood_yel | spells.2da | |||||
| vwp_l_chunk_red | spells.2da | |||||
| vwp_l_low_grn | spells.2da | |||||
| vwp_l_low_red | spells.2da | |||||
| vwp_l_low_yel | spells.2da | |||||
| vwp_m_bldspark | spells.2da | |||||
| vwp_m_blood_grn | spells.2da and vfx_persistent.2da | |||||
| vwp_m_blood_red | spells.2da | |||||
| vwp_m_blood_yel | spells.2da and vfx_persistent.2da | |||||
| vwp_m_chunk_grn | spells.2da and vfx_persistent.2da | |||||
| vwp_m_chunk_red | spells.2da | |||||
| vwp_m_chunk_rock | spells.2da | |||||
| vwp_m_chunk_wht | spells.2da | |||||
| vwp_m_chunk_yel | spells.2da | |||||
| vwp_m_low_grn | spells.2da | |||||
| vwp_m_low_red | spells.2da | |||||
| vwp_m_low_yel | spells.2da | |||||
| vwp_s_bldspark | spells.2da | |||||
| vwp_s_blood_grn | spells.2da | |||||
| vwp_s_blood_red | spells.2da | |||||
| vwp_s_blood_yel | spells.2da | |||||
| vwp_s_chunk_grn | spells.2da | |||||
| vwp_s_chunk_red | spells.2da | |||||
| vwp_s_chunk_yel | spells.2da | |||||
| vwp_s_low_grn | spells.2da | |||||
| vwp_s_low_red | spells.2da | |||||
| vwp_s_low_yel | spells.2da | |||||
| vwp_spark | spells.2da |
Chunks List
chunkName is defined as part of an emitter so a VFX part of a model.
Note chunks MDLs seemignly can have other chunks in them! haha.
| Model Name | chunkName | Textures (if any) | Chunks (if any) | Upgrades performed | Notes |
|---|---|---|---|---|---|
| dag_chunk_g01 | ttu01_crstllight | Glass chunk | |||
| dag_chunk_g02 | ttu01_crstllight | Glass chunk (although the ASCII suggests it was originally "WhitePlateChunk" and used on plate placeables, it doesn't really look like it?) | |||
| dag_chunk_g03 | ttu01_crstllight | Glass chunk (although the ASCII suggests it was originally "OrangeCheeseChunk" and used on cheese placeables, it doesn't really look like it?) | |||
| fx_bfly | var_conebfly.mdl | plc_flag08 | |||
| fx_caltrop | vdr_caltrops.mdl | ttd01_caltrop | |||
| fx_card | vff_deck.mdl | fx_card | |||
| fx_chunklg | rockexpld.mdl | fxpa_dirt fxpa_Smoke01 | fx_chunksm | ||
| fx_chunklg01 | rockexpld01.mdl | fxpa_flagstone | |||
| fx_chunkm | rockexpld.mdl rockexpld01.mdl fx_rockfont.mdl | fxpa_Smoke01 | |||
| fx_chunksm | fx_chunklg.mdl fx_rockfont.mdl rockexpld.mdl rockexpld01.mdl | ||||
| fx_lanshard0 | vim_lanshata.mdl vim_lanshatb.mdl vim_lanshatc.mdl | Compiling | Lance shards | ||
| fx_lanshard1 | vim_lanshata.mdl vim_lanshatb.mdl vim_lanshatc.mdl | Compiling | Lance shards | ||
| fx_lanshard2 | vim_lanshata.mdl vim_lanshatb.mdl vim_lanshatc.mdl | Compiling | Lance shards | ||
| fx_lanshard3 | vim_lanshatb.mdl vim_lanshatc.mdl | Compiling | Lance shards | ||
| fx_lavaspurt | |||||
| fx_meteor | |||||
| fx_pdkfear | |||||
| fx_rainice | |||||
| fx_ribbon | |||||
| fx_rockchunklg | |||||
| fx_rockchunkmed | |||||
| fx_rockchunksml | |||||
| fx_shard01 | |||||
| fx_shard02 | |||||
| fx_skull | |||||
| fx_skull01 | |||||
| grn_m_bone | |||||
| grn_m_giblet | |||||
| grn_m_rib | |||||
| grn_m_thigh | |||||
| grn_s_giblet | |||||
| plc_chunk_c00 | |||||
| plc_chunk_c01 | |||||
| plc_chunk_c30 | |||||
| plc_chunk_c31 | |||||
| plc_chunk_c70 | |||||
| plc_chunk_c71 | |||||
| plc_chunk_egg | |||||
| plc_chunk_m01 | Metal chunk | ||||
| plc_chunk_m02 | Metal chunk | ||||
| plc_chunk_s01 | Stone chunk | ||||
| plc_chunk_s02 | Stone chunk | ||||
| plc_chunk_w01 | Various placeables and tiles | plc_rugdmtlbrk | Wood chunk | ||
| plc_chunk_w02 | Various placeables and tiles | plc_rugdmtlbrk | Wood chunk | ||
| px2_gls | |||||
| px2_s01 | |||||
| red_l_bone | |||||
| red_l_giblet | |||||
| red_l_rib | |||||
| red_l_thigh | |||||
| red_m_bone | |||||
| red_m_giblet | |||||
| red_m_rib | |||||
| red_m_thigh | |||||
| red_s_bone | |||||
| red_s_giblet | |||||
| red_s_rib | |||||
| red_s_thigh | |||||
| tbw_chunk01 | |||||
| wht_m_bone | |||||
| wht_m_head | |||||
| wht_m_pelves | |||||
| wht_s_bone |
Texture Only List
These are usually used indrectly by progfx.2da only.
For the skins we are using shader
| Texture Name | Reference(s) | Upgrades performed | Notes |
|---|---|---|---|
| vdu_tex_stone | progfx.2da - Stoneskin and Petrify | New 4K PBR Texture | Uses Rock033_4K-PNG from https://ambientcg.com/view?id=Rock033 similar to barkskin setup. The petrify one could be made into a new texture reference |
| vdu_tex_grstone | progfx.2da - Greater Stoneskin | New 4K PBR Texture | Uses Rocks016_4K-PNG from ambientcg.com https://ambientcg.com/view?id=Rocks016 similar to barkskin setup. Note by default this texture is completely unused in the spells, not sure why Bioware didn't put it in...Greater Stoneskin! |
| vdu_tex_bark | progfx.2da - Barkskin | New 4K PBR Texture | Brown colour a3774f with Burn used to reskin this Bark: https://ambientcg.com/view?id=Bark001 resized to be 4096x4096 square, the roughness and the included normal map, and no height map with spec set to "black" |
| vdu_tex_shade | progfx.2da - ShadowSkin | Upscale x4 | |
| vdu_tex_ice | progfx.2da - IceSkin | New 4K PBR Texture | Uses Ice002_4K-PNG.zip https://ambientcg.com/view?id=Ice002 Note needed to change the normal map to TGA for crunch to work with it. Dunno why. Added manual spec value but probably needs a bit more tuning to be "shiny ice" not "metallic ice". |
| vdu_tex_iron | progfx.2da - IronSkin | New 4K PBR Texture | New one for Iron Body, bit of rust on it for character. https://ambientcg.com/view?id=Metal055B 4K version. |
Referenced but Not Pure VFX
See the other pages for upgrades to these particular referenced models. Most are "tilemagic" style "load a model of a placeable, tile or item" style.
| Model Name | Reference(s) | Notes |
|---|---|---|
| plc_h05 | spells.2da | Placeable |
| plc_j09 | spells.2da | Placeable |
| plc_n04 | spells.2da | Placeable |
| plc_t04 | spells.2da | Placeable |
| tcn01_o02_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tcn01_o02_02 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tcn01_o04_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tcn01_o07_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tcn01_p01_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tcn01_p05_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tcn01_p10_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tcn01_q05_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tcn01_q12_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tcn01_r12_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tcn01_s05_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tde01_h07_02 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tde01_z03_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tdm01_p05_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tdm01_r02_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tdm01_z02_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tds01_a08_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tic01_h11_03 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tii01_e15_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tii01_e16_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tin01_f11_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tms01_c01_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tno01_e20_02 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tno01_e20_03 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tno01_e21_02 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tno01_e21_03 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tti01_a05_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tti01_a05_02 | visualeffects.2da | Tile - generally used for "tilemagic" |
| tti01_c02_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| ttr01_b20_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| ttr01_f13_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| ttr01_l10_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| ttr01_o07_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| ttr01_o10_02 | visualeffects.2da | Tile - generally used for "tilemagic" |
| ttr01_p05_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| ttr01_z02_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| ttu01_f20_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| ttu01_g13_01 | visualeffects.2da | Tile - generally used for "tilemagic" |
| gi_armor02 | spells.2da | Ground armor |
| gi_tresur | spells.2da | Ground treasure - really just a placeable or possible bag item |
| it_bag | spells.2da | "Ground bag" also for any misc items without a real model usually |
| it_potion_000 | spells.2da | Potion ground item, and what is drunk - hardcoded into the animation |
| plc_c05 | spells.2da | Placeable |
| plc_f03 | spells.2da | Placeable |
| plc_f06 | spells.2da | Placeable |
| plc_i05 | spells.2da | Placeable |
| plc_o03 | spells.2da | Placeable |
| plc_x0_dtr | spells.2da | Placeable |
| plc_x0_fr1 | spells.2da | Placeable |
| plc_x0girn | spells.2da | Placeable |
| tcn01_q05_01 | spells.2da | Tile - generally used for "tilemagic" |
| tcn01_s02_01 | spells.2da | Tile - generally used for "tilemagic" |
| tdc01_r02_01 | spells.2da | Tile - generally used for "tilemagic" |
| tde01_r01_01 | spells.2da | Tile - generally used for "tilemagic" |
| ttf01_p15_01 | spells.2da | Tile - generally used for "tilemagic" |
| wamar_001 | progfx.2da - MIRV and spells.2da | Arrow |
| wambo_001 | spells.2da | Bolt |
| wamdt_001 | spells.2da | Dart |
| wthdt_001 | progfx.2da - MIRV | Dart |
| wthsh_001 | spells.2da | Shuriken |
| c_chicken | spells.2da | Creature |
| c_direrat | spells.2da | Creature |
| c_koba | spells.2da | Creature |
| c_willowisp | spells.2da | Creature |
Referenced but Invalid VFX
| Model Name | Reference(s) | Notes |
|---|---|---|
| vdr_light | spells.2da | MDL doesn't exist in the game files, might be a precursor to the progfx.2da implementation early in development. Suggestion is to not create this since if anything is referencing it suddenly it'll appear when before it applied no VFX model. |
VFX Files Unused In the Game
These are likely not going in overhaul but noted just in case the info is useful.
| Model Name | Notes |
|---|---|
vdr_maglight.mdl | maybe early progfx light? basic white light |
| vdr_heard.mdl | fxps_script02 texture used. Likley a "Heard by someone" or "Heard someone" popup VFX maybe only used for debugging or early builds |
| vdr_seen.mdl | as vfx_heard |