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.
  • 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:

Sound File NameCategoryDescriptionNotes
sca_outmind01CastingOut "mind" soundOddly unused, although similar ones sca_outholy01 and sca_outnatr01 are present. Would be used with vca_outmind01
sco_lgupsonc01ConjurationLarge Ground Sonic conjurationSimply unused VFX in general, tied to vco_lgupsonc01 and not used for any spell
sco_mehanheal02ConjurationA 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_mehedevil01ConjurationEvil SFXUnused 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_positiveConjurationJust a simple positive sounding upwards noteMay not be a conjuration sound really, or a old placeholder/holy one.
sdr_globemaxlpVFX loopingLooping low droneMight 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_movparallpVFX loopingLooping noiseThe impact SFX sdr_movparal.wav is used for VFX_DUR_PARALYZE, and this would have been the looping part.
sdr_spellturnlpVFX loopingLooping buzzing noiseAs 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 impactImpact "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_magdisjVFX impactMagical 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_mentfearVFX impactFear 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_movparalVFX impactParalysis soundVFX_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 impactPulse 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_beholdbeamVFX loopingBeholder Beam SFXGeneric 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 NameCategoryDescriptionNotes
var_conegazespells.2da: AreaGeneric gaze?

vca_coneevil01

spells.2da: CastCone: Evil?
vca_conenatr01spells.2da: CastCone: 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_wyrmfirespells.2da: CastUnsure need to test

vco_ato2blue

vco_ato2gren

vco_ato2purp

vco_ato2yelo

vco_ato3blue

vco_ato3orng

spells.2da: ConjurationGeneric balls of colourSee Conjuration and Casting Visual Effects some were used, mostly no sounds present though. Likely early VFX.

vco_gazeholy

spells.2da: ConjurationHoly GazeUnused apparently.

vco_grndblue

vco_grndgren

vco_grndleaf

vco_grndred

vco_grndyelo

spells.2da: ConjurationGround conjuration VFXUnused 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: ProjectileArrowsAll 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 NameReference(s)Textures (if any)TXI (if any)Chunks (if any)Overhaul Changes Made (if any)Notes
fx_cloudsspells.2dafxpa_smoke01



fx_dirtfontspells.2dafxpa_splash



fx_flame01Engine hardcoded (tile source lights)

fxpa_flame05

fxpa_flame00





fx_leafspells.2dafxpa_leaf



fx_light_clrprogfx.2da - lights / vision




fx_lightning01weathertypes.2da




fx_placeable01Engine hardcoded (placeable lights)fxpa_flare

Removal of fxpa_flare textureLeft the rest alone but removed the flare that is used as a "lens flare"
fx_rainweathertypes.2dafxpa_rain01



fx_snowweathertypes.2dafxpa_fig8



fx_windspells.2dafxpa_white



rockexpldspells.2dafxpa_smoke01
fx_chunklg, fx_chunkm, fx_chunksm

rockexpld01spells.2dafxpa_smoke01
fx_chunklg, fx_chunkm, fx_chunksm

var_conebflyspells.2da - Butterfly Spray




var_conecoldspells.2da - Cone of Cold and Cone: Cold




var_conediseaspells.2da - Cone: Disease




var_conefirespells.2da - Burning Hands, Cone: Fire, Hellhound Breath




var_conegemsspells.2da - Gem Spray




var_conepoisspells.2da - Cone: Poison, Golem Breath




var_coneprisspells.2da - Prismatic Spray, Dragon Breath: Prismatic




var_conesparspells.2da - Color Spray




var_dragcoldspells.2da - Dragon Breath: Cold




vca_coneacid01spells.2da - Cone: Acid, Mestils Acid Breath




vca_conesonc01spells.2da - Cone: Sonic




vca_dragacidspells.2da - Dragon Breath: Acid




vca_dragbreathspells.2da - Dragon Disciple Fire Breath



Might be slightly different to the others so worth using as a base for other "humanoid dragon breaths".
vca_dragelecspells.2da - Dragon Breath: Electric




vca_dragfirespells.2da - Dragon Breath: Fire




vca_draggasspells.2da - Dragon Breath: Gas (Poison)




vca_dragmindspells.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_dragoddspells.2da - Dragon Breath: Paralysis, Slow, Weakness



Could split these up as well (or add some slight variation)
vca_outholy01spells.2da - Cast Visual "Holy" - Banishment, Remove Disease, Dismissal




vca_outnatr01spells.2da - Cast Visual "Nature" -




vca_outnegspells.2da




vca_outsonicspells.2da




vca_uphexfire01spells.2da




vce_negativespells.2da




vce_neutralspells.2da




vce_positivespells.2da




vcm_hitacidspells.2da




vcm_hitcoldspells.2da




vcm_hitelecspells.2da




vcm_hitfirespells.2da




vcm_hitpowerspells.2da




vcm_hitsmitespells.2da




vcm_hitsoncspells.2da




vcm_monkkiHardcoded: Ki Damage




vcm_monkstunHardcoded: Stun Stunning Fist




vcm_monkquivHardcoded: Quiverying Palm




vco_ato2redspells.2da




vco_atombluespells.2da




vco_atomgrenspells.2da




vco_atompurpspells.2da




vco_atomredspells.2da




vco_atomyelospells.2da




vco_gazeevilspells.2da




vco_gazemindspells.2da




vco_gazeoddspells.2da




vco_gazesoncspells.2da




vco_grndpurpspells.2da




vco_grndskulspells.2da




vco_lgrinelec01spells.2da




vco_lgrinevil01spells.2da




vco_lgrinfire01spells.2da




vco_lgrinheal01spells.2da




vco_lgrinholy01spells.2da




vco_lgrinmind01spells.2da




vco_lgrinodd01spells.2da




vco_lgsprelec01spells.2da




vco_lgsprevil01spells.2da




vco_lgsprfire01spells.2da




vco_lgsprholy01spells.2da




vco_lgsprmind01spells.2da




vco_lgsprnatr01spells.2da




vco_lgsprodd01spells.2da




vco_lgupelec01spells.2da




vco_lgupevil01spells.2da




vco_lgupfire01spells.2da




vco_lgupholy01spells.2da




vco_lgupmind01spells.2da




vco_lgupnatr01spells.2da




vco_lgupodd01spells.2da




vco_mebalacid01spells.2da




vco_mebalcold01spells.2da




vco_mebalelec01spells.2da




vco_mebalfire01spells.2da




vco_mebalodd01spells.2da




vco_mebalsonc01spells.2da




vco_megrdevil01spells.2da




vco_megrdfire01spells.2da




vco_megrdholy01spells.2da




vco_megrdmind01spells.2da




vco_megrdnatr01spells.2da




vco_megrdodd01spells.2da




vco_mehanacid01spells.2da




vco_mehanacid03spells.2da




vco_mehancold03spells.2da




vco_mehanelec01spells.2da




vco_mehanelec02spells.2da




vco_mehanelec03spells.2da




vco_mehanevil01spells.2da




vco_mehanevil02spells.2da




vco_mehanevil03spells.2da




vco_mehanfire01spells.2da




vco_mehanfire02spells.2da




vco_mehanfire03spells.2da




vco_mehanheal02spells.2da




vco_mehanheal03spells.2da




vco_mehanholy01spells.2da




vco_mehanholy02spells.2da




vco_mehanholy03spells.2da




vco_mehanmind01spells.2da




vco_mehanmind02spells.2da




vco_mehanmind03spells.2da




vco_mehannatr01spells.2da




vco_mehannatr02spells.2da




vco_mehannatr03spells.2da




vco_mehanodd02spells.2da




vco_mehanodd03spells.2da




vco_mehansonc01spells.2da




vco_mehansonc02spells.2da




vco_mehansonc03spells.2da




vco_mehedelec01spells.2da




vco_mehedevil01spells.2da




vco_mehedholy01spells.2da




vco_mehedodd01spells.2da




vco_mehedsonc01spells.2da




vco_smhancold01spells.2da




vco_smhanelec01spells.2da




vco_smhanevil01spells.2da




vco_smhanfire01spells.2da




vco_smhanheal01spells.2da




vco_smhanholy01spells.2da




vco_smhanholy1spells.2da




vco_smhanmind01spells.2da




vco_smhannatr01spells.2da




vco_smhanodd01spells.2da




vco_smhansonc01spells.2da




vco_swar3bluespells.2da




vco_wraithspells.2da




vdr_antilghtspells.2da and vfx_persistent.2da




vdr_bardsongspells.2da




vdr_bigby_clespells.2da




vdr_bigby_cruspells.2da




vdr_bigby_graspells.2da




vdr_bigby_intspells.2da




vdr_bubbles_mspells.2da




vdr_caltropsspells.2da




vdr_darknessspells.2da




vdr_deatharmorspells.2da




vdr_eleshieldspells.2da




vdr_eleshield02spells.2da




vdr_eleshield03spells.2da




vdr_entang01visualeffects.2da - VFX_DUR_ENTANGLE




vdr_entang02visualeffects.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_entanglespells.2da




vdr_freemov01spells.2da




vdr_freemov02spells.2da




vdr_freemovespells.2da




vdr_garrowaspells.2da




vdr_garrowbspells.2da




vdr_garrowcspells.2da




vdr_garrowdspells.2da




vdr_garrowespells.2da




vdr_garrowfspells.2da




vdr_garrowgspells.2da




vdr_garw_a1spells.2da




vdr_garw_a2spells.2da




vdr_garw_a3spells.2da




vdr_garw_a4spells.2da




vdr_garw_a5spells.2da




vdr_garw_a6spells.2da




vdr_garw_a7spells.2da




vdr_garw_a8spells.2da




vdr_garw_b1spells.2da




vdr_garw_b2spells.2da




vdr_garw_b3spells.2da




vdr_garw_b4spells.2da




vdr_garw_b5spells.2da




vdr_garw_c1spells.2da




vdr_garw_c2spells.2da




vdr_garw_c3spells.2da




vdr_garw_c4spells.2da




vdr_garw_c5spells.2da




vdr_garw_d1spells.2da




vdr_garw_d2spells.2da




vdr_garw_d3spells.2da




vdr_garw_e1spells.2da




vdr_garw_e2spells.2da




vdr_garw_e3spells.2da




vdr_ghostsmokespells.2da




vdr_ghostsmoke2spells.2da




vdr_globe01visualeffects.2dafxpa_globefxpa_globe

L node for Globe of Invulnerability.
vdr_globe02visualeffects.2dafxpa_globefxpa_globe

H node for Globe of Invulnerability.
vdr_globemaxvisualeffects.2dafxpa_globe2fxpa_globe2

M node for Globe of Invulnerability.
vdr_globeminvisualeffects.2dafxpa_globefxpa_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_hwquillspells.2da




vdr_irongreenspells.2da




vdr_ironredspells.2da




vdr_ironyelowspells.2da




vdr_magearmorspells.2da




vdr_magearmor2spells.2da




vdr_magseespells.2da




vdr_mindhelpspells.2da




vdr_mindhitspells.2da




vdr_mindhit02spells.2da




vdr_mindhit03spells.2da




vdr_mindhit04spells.2da




vdr_movparalspells.2da




vdr_movparal02spells.2da




vdr_movparal03spells.2da




vdr_pdkfearspells.2da




vdr_pixiedustspells.2da




vdr_protelemspells.2da




vdr_protelem01spells.2da




vdr_protelem02spells.2da




vdr_protevil01spells.2da




vdr_protevil02spells.2da




vdr_protgood01spells.2da




vdr_protgood02spells.2da




vdr_sanctuaryspells.2da




vdr_shad01spells.2da




vdr_shad02spells.2da




vdr_shieldmap_01spells.2da




vdr_smokespells.2da




vdr_spellresspells.2da




vdr_spellres01spells.2da




vdr_spellres02spells.2da




vdr_spellturnspells.2da




vdr_stone01spells.2da




vdr_stone02spells.2da




vdr_turning01spells.2da




vdr_turning02spells.2da




vdr_webspells.2da




vdr_web01spells.2da




vdr_web02spells.2da




vdr_webmassspells.2da




vdu_beam000progfx.2da - Beam




vff_combanshspells.2da




vff_combansh_lspells.2da - Low Quality




vff_comtimespells.2da




vff_comvortexspells.2da




vff_comvortex_lspells.2da - Low Quality




vff_comweirdspells.2da




vff_comweird_lspells.2da - Low Quality




vff_comweird2spells.2da




vff_deckspells.2da




vff_dragbreathspells.2da




vff_expdevil10spells.2da




vff_expdevil20spells.2da




vff_expdevil30spells.2da




vff_expdholy10spells.2da




vff_expdholy20spells.2da




vff_expdholy30spells.2da




vff_expdlos10spells.2da




vff_expdlos20spells.2da




vff_expdlos30spells.2da




vff_expgdispspells.2da




vff_expgdisp_lspells.2da - Low Quality




vff_explblindspells.2da




vff_explblind_lspells.2da - Low Quality




vff_expldispspells.2da




vff_expldisp_lspells.2da - Low Quality




vff_explelectricspells.2da




vff_explfirespells.2dafxpa_explode2 and othersfxpa_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_lspells.2da - Low Quality




vff_explkillspells.2da




vff_explkill_lspells.2da - Low Quality




vff_explmordspells.2da




vff_explmord_lspells.2da - Low Quality




vff_explmythlarspells.2da




vff_explnaturespells.2da




vff_explnature_lspells.2da - Low Quality




vff_explsonicspells.2da




vff_explsonic_lspells.2da - Low Quality




vff_explstunspells.2da




vff_explstun_lspells.2da - Low Quality




vff_explsunspells.2da




vff_explsun_lspells.2da - Low Quality




vff_explwordspells.2da




vff_explword_lspells.2da - Low Quality




vff_gasacidspells.2da




vff_gasevilspells.2da




vff_gasfirespells.2da




vff_gasgreasespells.2da




vff_gasmindspells.2da




vff_gasnatrspells.2da




vff_gassmokespells.2da




vff_hellballspells.2da




vff_howlmindspells.2da




vff_howloddspells.2da




vff_piranhaspells.2da




vff_pulscoldspells.2da




vff_pulsfirespells.2da




vff_pulsholyspells.2da




vff_pulsnatrspells.2da




vff_pulsnegspells.2da




vff_pulswaterspells.2da




vff_pulswindspells.2da




vff_rainfirespells.2da




vff_rainfire_lspells.2da - Low Quality




vff_rainicespells.2da




vff_rainice_lspells.2da - Low Quality




vff_rainmeteorspells.2da




vff_rainmeteor_lspells.2da - Low Quality




vff_rayhandspells.2da




vff_revivedragspells.2da




vff_slingbladespells.2da




vff_strkholyspells.2da




vff_strkholy_lspells.2da - Low Quality




vff_summevilspells.2da




vff_summevil_lspells.2da - Low Quality




vff_summgoodspells.2da




vff_summgood_lspells.2da - Low Quality




vff_summon1spells.2da




vff_summon1_lspells.2da - Low Quality




vff_summon2spells.2da




vff_summon2_lspells.2da - Low Quality




vff_summon3spells.2da




vff_summon3_lspells.2da - Low Quality




vff_summundspells.2da




vff_summund_lspells.2da - Low Quality




vff_sumondragonspells.2da




vff_sumonmummyspells.2da




vff_warcryspells.2da




vff_wiltingspells.2da




vff_wilting_lspells.2da - Low Quality




vfx_blueeyesspells.2da




vfx_blueeyesdspells.2da




vfx_blueeyesdfspells.2da




vfx_blueeyesespells.2da




vfx_blueeyesefspells.2da




vfx_blueeyesfspells.2da




vfx_blueeyesgspells.2da




vfx_blueeyesgfspells.2da




vfx_blueeyeshspells.2da




vfx_blueeyeshfspells.2da




vfx_blueeyesospells.2da




vfx_blueeyesofspells.2da




vfx_blueeyestspells.2da




vfx_cyneyesspells.2da




vfx_cyneyesdspells.2da




vfx_cyneyesdfspells.2da




vfx_cyneyesespells.2da




vfx_cyneyesefspells.2da




vfx_cyneyesfspells.2da




vfx_cyneyesgspells.2da




vfx_cyneyesgfspells.2da




vfx_cyneyeshspells.2da




vfx_cyneyeshfspells.2da




vfx_cyneyesospells.2da




vfx_cyneyesofspells.2da




vfx_cyneyestspells.2da




vfx_deadeyesspells.2da




vfx_deadeyesdspells.2da




vfx_deadeyesdfspells.2da




vfx_deadeyesespells.2da




vfx_deadeyesefspells.2da




vfx_deadeyesfspells.2da




vfx_deadeyesgspells.2da




vfx_deadeyesgfspells.2da




vfx_deadeyeshspells.2da




vfx_deadeyeshfspells.2da




vfx_deadeyesospells.2da




vfx_deadeyesofspells.2da




vfx_deadeyestspells.2da




vfx_flagbluespells.2da




vfx_flagpurpspells.2da




vfx_flagredspells.2da




vfx_flagyelospells.2da




vfx_flameeyesspells.2da




vfx_flameeyesdspells.2da




vfx_flameeyesdfspells.2da




vfx_flameeyesespells.2da




vfx_flameeyesefspells.2da




vfx_flameeyesfspells.2da




vfx_flameeyesgspells.2da




vfx_flameeyesgfspells.2da




vfx_flameeyeshspells.2da




vfx_flameeyeshfspells.2da




vfx_flameeyesospells.2da




vfx_flameeyesofspells.2da




vfx_flameeyestspells.2da




vfx_iconglowspells.2da




vfx_monkeyesspells.2da and hardcoded




vfx_monkeyesdspells.2da and hardcoded




vfx_monkeyesdfspells.2da and hardcoded




vfx_monkeyesefspells.2da and hardcoded




vfx_monkeyesfspells.2da and hardcoded




vfx_monkeyesgspells.2da and hardcoded




vfx_monkeyesgfspells.2da and hardcoded




vfx_monkeyeshaspells.2da and hardcoded




vfx_monkeyesofspells.2da and hardcoded




vfx_orgeyesspells.2da




vfx_orgeyesdspells.2da




vfx_orgeyesdfspells.2da




vfx_orgeyesespells.2da




vfx_orgeyesefspells.2da




vfx_orgeyesfspells.2da




vfx_orgeyesgspells.2da




vfx_orgeyesgfspells.2da




vfx_orgeyeshspells.2da




vfx_orgeyeshfspells.2da




vfx_orgeyesospells.2da




vfx_orgeyesofspells.2da




vfx_orgeyestspells.2da




vfx_pureyesspells.2da




vfx_pureyesdspells.2da




vfx_pureyesdfspells.2da




vfx_pureyesespells.2da




vfx_pureyesefspells.2da




vfx_pureyesfspells.2da




vfx_pureyesgspells.2da




vfx_pureyesgfspells.2da




vfx_pureyeshspells.2da




vfx_pureyeshfspells.2da




vfx_pureyesospells.2da




vfx_pureyesofspells.2da




vfx_pureyestspells.2da




vfx_silveyesspells.2da




vfx_whteyesspells.2da




vfx_whteyesdspells.2da




vfx_whteyesdfspells.2da




vfx_whteyesespells.2da




vfx_whteyesefspells.2da




vfx_whteyesfspells.2da




vfx_whteyesgspells.2da




vfx_whteyesgfspells.2da




vfx_whteyeshspells.2da




vfx_whteyeshfspells.2da




vfx_whteyesospells.2da




vfx_whteyesofspells.2da




vfx_whteyestspells.2da




vfx_yeleyesspells.2da




vfx_yeleyesdspells.2da




vfx_yeleyesdfspells.2da




vfx_yeleyesespells.2da




vfx_yeleyesefspells.2da




vfx_yeleyesfspells.2da




vfx_yeleyesgspells.2da




vfx_yeleyesgfspells.2da




vfx_yeleyeshspells.2da




vfx_yeleyeshfspells.2da




vfx_yeleyesospells.2da




vfx_yeleyesofspells.2da




vfx_yeleyestspells.2da




vim_ballfirespells.2da




vim_bigby_forspells.2da




vim_blinddeafspells.2da




vim_bonabilspells.2da




vim_bonacspells.2da




vim_bonholyspells.2da




vim_cntfortspells.2da




vim_cntglobespells.2da




vim_cntmantlespells.2da




vim_cntreflspells.2da




vim_cntresistspells.2da




vim_cntwillspells.2da




vim_destructspells.2da




vim_destruct_lspells.2da




vim_diseasespells.2da




vim_dracdustspells.2da




vim_exp2acidspells.2da




vim_exp2flamespells.2da




vim_exp2frostspells.2da




vim_exp2lightspells.2da




vim_explacidspells.2da




vim_explflamespells.2da




vim_explfrostspells.2da




vim_explightspells.2da




vim_explsonicspells.2da




vim_explsunspells.2da




vim_gkemp01spells.2da




vim_gkemp02spells.2da




vim_heal01spells.2da




vim_heal02spells.2da




vim_heal03spells.2da




vim_heal04spells.2da




vim_heal05spells.2da




vim_healcondspells.2da




vim_healdeadspells.2da




vim_holheal02spells.2da




vim_holheal04spells.2da




vim_holheal06spells.2da




vim_lanshataspells.2da




vim_lanshatbspells.2da




vim_lanshatcspells.2da




vim_lashfireprogfx.2da - Beam




vim_magbluespells.2da




vim_magbreachspells.2da




vim_magdispspells.2da




vim_magdoomspells.2da




vim_magknockspells.2da




vim_magpolyspells.2da




vim_magseespells.2da




vim_magsilencspells.2da




vim_magsleepspells.2da




vim_magsuperspells.2da




vim_mentcharmspells.2da




vim_mentcloudvfx_persistent.2da




vim_mentconfspells.2da




vim_mentdazespells.2da




vim_mentdomnspells.2da




vim_mentstunspells.2da




vim_movhastespells.2da




vim_movslowspells.2da




vim_negabilspells.2da




vim_negativespells.2da




vim_negdeathspells.2da




vim_negdeath2spells.2da




vim_negharmspells.2da




vim_nmsmokespells.2da




vim_pdkhhitspells.2da




vim_pdkinspspells.2da




vim_pdkoathspells.2da




vim_pdkrallyspells.2da




vim_pdkshldspells.2da




vim_pdkstndspells.2da




vim_pdkwavspells.2da




vim_pdkwrthspells.2da




vim_poison01spells.2da




vim_premospells.2da




vim_protdeathspells.2da




vim_protelemspells.2da




vim_protevilspells.2da




vim_protevil01spells.2da




vim_protevil02spells.2da




vim_protgoodspells.2da




vim_protgood01spells.2da




vim_protgood02spells.2da




vim_protmagicspells.2da




vim_rayblackprogfx.2da - Beam




vim_raychainprogfx.2da - Beam




vim_raycoldprogfx.2da - Beam




vim_raydisintaprogfx.2da - Beam




vim_rayevilprogfx.2da - Beam




vim_rayfireprogfx.2da - Beam




vim_rayfire_wprogfx.2da - Beam




vim_rayflameprogfx.2da - Beam




vim_rayhandspells.2da




vim_rayholyprogfx.2da - Beam




vim_raymindprogfx.2da - Beam




vim_rayoddprogfx.2da - Beam




vim_ruinspells.2da




vim_shwngacid01spells.2da




vim_shwngcold01spells.2da




vim_shwngelec01spells.2da




vim_shwngevil01spells.2da




vim_shwngfire01spells.2da




vim_shwngheal01spells.2da




vim_shwngholy01spells.2da




vim_shwngmind01spells.2da




vim_shwngnatr01spells.2da




vim_shwngodd01spells.2da




vim_shwngsonc01spells.2da




vim_spellfailprogfx.2da - Spell failure




vim_spikespells.2da




vim_strkfirespells.2da




vim_strkholyspells.2da




vim_unsummonspells.2da




vim_wallspikespells.2da




vpm_circcontspells.2da




vpm_circdrainspells.2da




vpm_circfearspells.2da




vpm_circfirespells.2da




vpm_circfrostspells.2da




vpm_circpoisspells.2da




vpm_circprotspells.2da




vpm_circradispells.2da




vpm_circsilcspells.2da




vpm_circvisagspells.2da




vpm_dragfearspells.2da




vpr_aroacidprogfx.2da - MIRV and spells.2da




vpr_arofireprogfx.2da - MIRV




vpr_bigby_cspells.2da




vpr_bigby_ospells.2da




vpr_ectoacid01spells.2da




vpr_ectocold01spells.2da




vpr_ectoelec01spells.2da




vpr_ectoelectricprogfx.2da - MIRV




vpr_ectoevil01spells.2da




vpr_ectofire01spells.2da




vpr_ectoholy01spells.2da




vpr_ectomind01spells.2da




vpr_ectonatr01spells.2da




vpr_ectoodd01spells.2da




vpr_ectosonc01spells.2da




vpr_fireballspells.2da




vpr_gasvfx_persistent.2da




vpr_gas_lvfx_persistent.2da - Low Quality




vpr_heavyboltspells.2da




vpr_kngpowprogfx.2da - CheatCow




vpr_losspells.2da




vpr_magmislprogfx.2da - MIRV




vpr_raybeholda_1spells.2da




vpr_raybeholda_2spells.2da




vpr_raybeholda_3spells.2da




vpr_raybeholda_4spells.2da




vpr_ringsmalspells.2da




vpr_shardicespells.2da




vpr_wraithspells.2da




vps_bugsspells.2da and vfx_persistent.2da




vps_bugs_lvfx_persistent.2da - Low Quality




vps_delfirebvfx_persistent.2da




vps_delfireb_lvfx_persistent.2da - Low Quality




vps_entanglevfx_persistent.2da




vps_entangle_lvfx_persistent.2da - Low Quality




vps_fogacidvfx_persistent.2da




vps_fogacid_lvfx_persistent.2da - Low Quality




vps_fogfirevfx_persistent.2da




vps_fogfire_lvfx_persistent.2da - Low Quality




vps_fogkillvfx_persistent.2da




vps_fogkill_lvfx_persistent.2da - Low Quality




vps_fogmindvfx_persistent.2da




vps_fogmind_lvfx_persistent.2da - Low Quality




vps_fogstinkvfx_persistent.2da




vps_fogstink_lvfx_persistent.2da - Low Quality




vps_glyphwardspells.2da




vps_greasevfx_persistent.2da




vps_grease_lvfx_persistent.2da - Low Quality




vps_nmsmokevfx_persistent.2da




vps_stoneholdspells.2da




vps_stormvfx_persistent.2da




vps_storm_lvfx_persistent.2da - Low Quality




vps_sword_01vfx_persistent.2da




vps_sword_02vfx_persistent.2da




vps_sword_03vfx_persistent.2da




vps_tentaclespells.2da and vfx_persistent.2da




vps_tentacle_lvfx_persistent.2da - Low Quality




vps_wallfirevfx_persistent.2da




vps_wallfire_lvfx_persistent.2da - Low Quality




vrd_eleshield04spells.2da




vwp_flash_bluredspells.2da




vwp_flash_pnkorspells.2da




vwp_flash_redorspells.2da




vwp_flash_redwhispells.2da




vwp_flash_whibluspells.2da




vwp_flash_whiorspells.2da




vwp_l_bldsparkspells.2da




vwp_l_blood_grnspells.2da




vwp_l_blood_redspells.2da




vwp_l_blood_yelspells.2da




vwp_l_chunk_redspells.2da




vwp_l_low_grnspells.2da




vwp_l_low_redspells.2da




vwp_l_low_yelspells.2da




vwp_m_bldsparkspells.2da




vwp_m_blood_grnspells.2da and vfx_persistent.2da




vwp_m_blood_redspells.2da




vwp_m_blood_yelspells.2da and vfx_persistent.2da




vwp_m_chunk_grnspells.2da and vfx_persistent.2da




vwp_m_chunk_redspells.2da




vwp_m_chunk_rockspells.2da




vwp_m_chunk_whtspells.2da




vwp_m_chunk_yelspells.2da




vwp_m_low_grnspells.2da




vwp_m_low_redspells.2da




vwp_m_low_yelspells.2da




vwp_s_bldsparkspells.2da




vwp_s_blood_grnspells.2da




vwp_s_blood_redspells.2da




vwp_s_blood_yelspells.2da




vwp_s_chunk_grnspells.2da




vwp_s_chunk_redspells.2da




vwp_s_chunk_yelspells.2da




vwp_s_low_grnspells.2da




vwp_s_low_redspells.2da




vwp_s_low_yelspells.2da




vwp_sparkspells.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 NamechunkNameTextures (if any)Chunks (if any)Upgrades performedNotes
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_bflyvar_conebfly.mdlplc_flag08


fx_caltropvdr_caltrops.mdlttd01_caltrop


fx_cardvff_deck.mdlfx_card


fx_chunklg

rockexpld.mdl

fxpa_dirt

fxpa_Smoke01

fx_chunksm

fx_chunklg01rockexpld01.mdlfxpa_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



CompilingLance shards
fx_lanshard1

vim_lanshata.mdl

vim_lanshatb.mdl

vim_lanshatc.mdl



CompilingLance shards
fx_lanshard2

vim_lanshata.mdl

vim_lanshatb.mdl

vim_lanshatc.mdl



CompilingLance shards
fx_lanshard3

vim_lanshatb.mdl

vim_lanshatc.mdl



CompilingLance 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_w01Various placeables and tilesplc_rugdmtlbrk

Wood chunk
plc_chunk_w02Various placeables and tilesplc_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 NameReference(s)Upgrades performedNotes
vdu_tex_stoneprogfx.2da - Stoneskin and PetrifyNew 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_grstoneprogfx.2da - Greater StoneskinNew 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_barkprogfx.2da - BarkskinNew 4K PBR TextureBrown 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_shadeprogfx.2da - ShadowSkinUpscale x4
vdu_tex_iceprogfx.2da - IceSkinNew 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_ironprogfx.2da - IronSkinNew 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 NameReference(s)Notes
plc_h05spells.2daPlaceable
plc_j09spells.2daPlaceable
plc_n04spells.2daPlaceable
plc_t04spells.2daPlaceable
tcn01_o02_01visualeffects.2daTile - generally used for "tilemagic"
tcn01_o02_02visualeffects.2daTile - generally used for "tilemagic"
tcn01_o04_01visualeffects.2daTile - generally used for "tilemagic"
tcn01_o07_01visualeffects.2daTile - generally used for "tilemagic"
tcn01_p01_01visualeffects.2daTile - generally used for "tilemagic"
tcn01_p05_01visualeffects.2daTile - generally used for "tilemagic"
tcn01_p10_01visualeffects.2daTile - generally used for "tilemagic"
tcn01_q05_01visualeffects.2daTile - generally used for "tilemagic"
tcn01_q12_01visualeffects.2daTile - generally used for "tilemagic"
tcn01_r12_01visualeffects.2daTile - generally used for "tilemagic"
tcn01_s05_01visualeffects.2daTile - generally used for "tilemagic"
tde01_h07_02visualeffects.2daTile - generally used for "tilemagic"
tde01_z03_01visualeffects.2daTile - generally used for "tilemagic"
tdm01_p05_01visualeffects.2daTile - generally used for "tilemagic"
tdm01_r02_01visualeffects.2daTile - generally used for "tilemagic"
tdm01_z02_01visualeffects.2daTile - generally used for "tilemagic"
tds01_a08_01visualeffects.2daTile - generally used for "tilemagic"
tic01_h11_03visualeffects.2daTile - generally used for "tilemagic"
tii01_e15_01visualeffects.2daTile - generally used for "tilemagic"
tii01_e16_01visualeffects.2daTile - generally used for "tilemagic"
tin01_f11_01visualeffects.2daTile - generally used for "tilemagic"
tms01_c01_01visualeffects.2daTile - generally used for "tilemagic"
tno01_e20_02visualeffects.2daTile - generally used for "tilemagic"
tno01_e20_03visualeffects.2daTile - generally used for "tilemagic"
tno01_e21_02visualeffects.2daTile - generally used for "tilemagic"
tno01_e21_03visualeffects.2daTile - generally used for "tilemagic"
tti01_a05_01visualeffects.2daTile - generally used for "tilemagic"
tti01_a05_02visualeffects.2daTile - generally used for "tilemagic"
tti01_c02_01visualeffects.2daTile - generally used for "tilemagic"
ttr01_b20_01visualeffects.2daTile - generally used for "tilemagic"
ttr01_f13_01visualeffects.2daTile - generally used for "tilemagic"
ttr01_l10_01visualeffects.2daTile - generally used for "tilemagic"
ttr01_o07_01visualeffects.2daTile - generally used for "tilemagic"
ttr01_o10_02visualeffects.2daTile - generally used for "tilemagic"
ttr01_p05_01visualeffects.2daTile - generally used for "tilemagic"
ttr01_z02_01visualeffects.2daTile - generally used for "tilemagic"
ttu01_f20_01visualeffects.2daTile - generally used for "tilemagic"
ttu01_g13_01visualeffects.2daTile - generally used for "tilemagic"
gi_armor02spells.2daGround armor
gi_tresurspells.2daGround treasure - really just a placeable or possible bag item
it_bagspells.2da"Ground bag" also for any misc items without a real model usually
it_potion_000spells.2daPotion ground item, and what is drunk - hardcoded into the animation
plc_c05spells.2daPlaceable
plc_f03spells.2daPlaceable
plc_f06spells.2daPlaceable
plc_i05spells.2daPlaceable
plc_o03spells.2daPlaceable
plc_x0_dtrspells.2daPlaceable
plc_x0_fr1spells.2daPlaceable
plc_x0girnspells.2daPlaceable
tcn01_q05_01spells.2daTile - generally used for "tilemagic"
tcn01_s02_01spells.2daTile - generally used for "tilemagic"
tdc01_r02_01spells.2daTile - generally used for "tilemagic"
tde01_r01_01spells.2daTile - generally used for "tilemagic"
ttf01_p15_01spells.2daTile - generally used for "tilemagic"
wamar_001progfx.2da - MIRV and spells.2daArrow
wambo_001spells.2daBolt
wamdt_001spells.2daDart
wthdt_001progfx.2da - MIRVDart
wthsh_001spells.2daShuriken
c_chickenspells.2daCreature
c_direratspells.2daCreature
c_kobaspells.2daCreature
c_willowispspells.2daCreature

Referenced but Invalid VFX

Model NameReference(s)Notes
vdr_lightspells.2daMDL 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 NameNotes

vdr_maglight.mdl

maybe early progfx light? basic white light
vdr_heard.mdlfxps_script02 texture used. Likley a "Heard by someone" or "Heard someone" popup VFX maybe only used for debugging or early builds
vdr_seen.mdlas vfx_heard
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