[REL] Dwemer Technology PartII: Dwemer Skyship

Post » Fri Nov 05, 2010 12:46 pm

i made the ship driveable in xy coordinates with forward backward left right arrows the activate button raises the ship up and the cast button down. in the glider i made it driveable in xyz coordinates that means if the player look up the glider wil move up as the angle of player x angle changes. i disabled the player controlls while you drive because i don't want to player jump or run while the ship moving :D. i made a puzlebox what if you equip the ship will move to you it works only worldspaces

there is some picture

http://i113.photobucket.com/albums/n211/www182/Screen3-1.jpg

http://i113.photobucket.com/albums/n211/www182/Screen7-1.jpg

http://i113.photobucket.com/albums/n211/www182/Screen8.jpg

http://i113.photobucket.com/albums/n211/www182/Screen4.jpg

http://i113.photobucket.com/albums/n211/www182/Screen5-2.jpg

http://i113.photobucket.com/albums/n211/www182/Screen6.jpg

http://i113.photobucket.com/albums/n211/www182/Screen9-1.jpg

http://i113.photobucket.com/albums/n211/www182/Screen10.jpg
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Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Fri Nov 05, 2010 10:04 am

i made the ship driveable in xy coordinates with forward backward left right arrows the activate button raises the ship up and the cast button down. in the glider i made it driveable in xyz coordinates that means if the player look up the glider wil move up as the angle of player x angle changes. i disabled the player controlls while you drive because i don't want to player jump or run while the ship moving :D. i made a puzlebox what if you equip the ship will move to you it works only worldspaces

there is some picture

http://i113.photobucket.com/albums/n211/www182/Screen3-1.jpg

http://i113.photobucket.com/albums/n211/www182/Screen7-1.jpg

http://i113.photobucket.com/albums/n211/www182/Screen8.jpg

http://i113.photobucket.com/albums/n211/www182/Screen4.jpg

http://i113.photobucket.com/albums/n211/www182/Screen5-2.jpg

http://i113.photobucket.com/albums/n211/www182/Screen6.jpg

http://i113.photobucket.com/albums/n211/www182/Screen9-1.jpg

http://i113.photobucket.com/albums/n211/www182/Screen10.jpg


Very impressiv!
Just awesome!
I realy hope that Mr_Siika finds the time to have a look at it very soon.
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Jeff Tingler
 
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Post » Fri Nov 05, 2010 8:59 am

2|3 years before i made lots of dwemer things chests, barrels, weapons,furnitures, towers, buildings, animated doors with sounds, you can use it if you want
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Shannon Lockwood
 
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Post » Fri Nov 05, 2010 11:07 am

****in awesome.

For a walk down memory lane, see this link at time 4:49: http://www.youtube.com/watch?v=XYXKEWWekpI&feature=PlayList&p=DA4018E2F9676D4B&index=34
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TOYA toys
 
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Post » Fri Nov 05, 2010 9:47 am

****in awesome.

For a walk down memory lane, see this link at time 4:49: http://www.youtube.com/watch?v=XYXKEWWekpI&feature=PlayList&p=DA4018E2F9676D4B&index=34


Wow that skyship looks awesome lol. And are they still using the same voice actor for redguards now???
I hope siika pops back into this thread sometime soon... its been a while.
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Marta Wolko
 
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Post » Fri Nov 05, 2010 6:25 am

i like fly with sky glider :D fly like a cliff racer high in the sky XD
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Spaceman
 
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Post » Fri Nov 05, 2010 10:54 am

i wrote all scripts what we need . i just need siikas or your premission to merge it with your esp i hope siika post an anwser before i get unintrested in it

or should i releashe the sky glider ?
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CHANONE
 
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Post » Fri Nov 05, 2010 8:09 am

i wrote all scripts what we need . i just need siikas or your premission to merge it with your esp i hope siika post an anwser before i get unintrested in it

or should i releashe the sky glider ?


Please, we need to be a little patient. Noone can give any permissions but Mr Siika; it?s finaly his plugin. And I guess also that it wouldn?t be a good idea to merge it with the current public version of the skyship, because an update is already in work which will erase some bugs too.
But so far I know, Mr Siika is currently very busy and I hope that he will be back soon.
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Neliel Kudoh
 
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Post » Fri Nov 05, 2010 8:06 am

i wrote all scripts what we need . i just need siikas or your premission to merge it with your esp i hope siika post an anwser before i get unintrested in it

or should i releashe the sky glider ?

Could you send me your esp? Does it require OBSE to run? As for the glider: I have an http://img142.imageshack.us/img142/570/parachutelj3.jpg ready, but I'd love to fly yours to see how it moves!

Please, we need to be a little patient. Noone can give any permissions but Mr Siika; it?s finaly his plugin. And I guess also that it wouldn?t be a good idea to merge it with the current public version of the skyship, because an update is already in work which will erase some bugs too.
But so far I know, Mr Siika is currently very busy and I hope that he will be back soon.

I'm back, but still sort of busy.
@wix: If you allowed me to test your flying scripts and they work fine, I'm sure we can add them to the next release (or the one after the next) if that is what you wish.
Is it still possible to enter the skyship interior with your version? That'd be rather important as well.
Thanks for all your efforts btw, you're doing an awesome job!
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Dan Wright
 
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Post » Fri Nov 05, 2010 12:26 pm

Wow that skyship looks awesome lol. And are they still using the same voice actor for redguards now???
I hope siika pops back into this thread sometime soon... its been a while.

Same guy- Michael Mack.
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natalie mccormick
 
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Post » Fri Nov 05, 2010 2:13 pm

of course you can go inside interior . in game when you drive the ship the doors are get disabled and the glider in the ship, but when you stop driving the doors and gliders get enabled and move to position the doors are activators what move the player to a marker (the disable is for optimize fps)

your glider is better than mine i made it in short time

.i have the script in my plugin in "wixplugin" i can give the script , or i can make an other esp , i can't give you my plugin because it has a spell casting helper front of player and if you press the num 1 it fires a spell front of player :D .

i made the flying with trigonometric position calculation x = posx + velocity * (cos angle) velocity can be raised or lovered with num + -

and yes it is use obse (is it a problem?)
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Shae Munro
 
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Post » Fri Nov 05, 2010 2:59 pm

Could you make a new esp based on the Dwemer Skyship (release 1.0) esp for me please?
Just give it a name like Dwemer_Skyship_1.1.esp or something similar. If you have special meshes (like a one-piece-skyship, don't know), please send them to me as well.
You can upload them wherever you want and send me the link via pm.
thx!
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Eilidh Brian
 
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Post » Fri Nov 05, 2010 8:02 am

i can make it in the weekend or when i have free time i will make the esp

can i releashe my sky glider with your textures? you wrote that it is modders resource , if i can i will make an esp with only the glider.
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Oceavision
 
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Post » Fri Nov 05, 2010 11:37 am

Of course you can use whatever you like. If I may give you some advice: use my rusty textures and apply some vertex paint on your glider mesh.
You might even want to spend some more polygons on it.
If you wait a few more days, you can even use parts of my glider as well (for example for the wings).
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Sunny Under
 
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Post » Fri Nov 05, 2010 6:57 pm

Hey, They are both cool, love to see them on the ship! mr_siika's could be used as a short range parachute and wix's would be long range. they both look fantastic. so one on each landing pad? :P keep up the great work guys!
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Jason Rice
 
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Post » Fri Nov 05, 2010 2:53 pm

i can put everything to the ship what you want :D
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Damned_Queen
 
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Post » Fri Nov 05, 2010 9:24 am

So, has there been a final release of this yet? with the ability to actually fly the airship in real time?
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Jeff Turner
 
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Post » Fri Nov 05, 2010 8:39 pm

i made the ship driveable in xy coordinates with forward backward left right arrows the activate button raises the ship up and the cast button down. in the glider i made it driveable in xyz coordinates that means if the player look up the glider wil move up as the angle of player x angle changes. i disabled the player controlls while you drive because i don't want to player jump or run while the ship moving :D. i made a puzlebox what if you equip the ship will move to you it works only worldspaces

there is some picture

http://i113.photobucket.com/albums/n211/www182/Screen3-1.jpg

http://i113.photobucket.com/albums/n211/www182/Screen7-1.jpg

http://i113.photobucket.com/albums/n211/www182/Screen8.jpg

http://i113.photobucket.com/albums/n211/www182/Screen4.jpg

http://i113.photobucket.com/albums/n211/www182/Screen5-2.jpg

http://i113.photobucket.com/albums/n211/www182/Screen6.jpg

http://i113.photobucket.com/albums/n211/www182/Screen9-1.jpg

http://i113.photobucket.com/albums/n211/www182/Screen10.jpg



whats the script ill have to put that on MY skyship
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JD bernal
 
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Post » Fri Nov 05, 2010 8:37 am

sweet. reminds me of the old school air ships in final fantasy. is this going to be the new private mobile base?
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Monika
 
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Post » Fri Nov 05, 2010 8:04 am

I got a small question about the skyship, as i called it, i could see the ship floating in the air above me, and if i use the skyship ring a small skyship or something like that should apear to take me up to the big skyship, right? Thoug every time i equip the skyship ring, nothing happens... could someone help me please?
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Ash
 
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Post » Fri Nov 05, 2010 12:20 pm

I got a small question about the skyship, as i called it, i could see the ship floating in the air above me, and if i use the skyship ring a small skyship or something like that should apear to take me up to the big skyship, right? Thoug every time i equip the skyship ring, nothing happens... could someone help me please?

No small ships.
Just use the travelmarker which commes with the summoned ship to go up to it.
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Samantha Jane Adams
 
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Post » Fri Nov 05, 2010 6:19 am

Just wanted to post the 1.1 change-log here. If I forgot to correct a bug, please tell me so:


Dwemer Skyship 1.1 Change Log

bug-fixes
- removed wind sound when summoning the Skyship (the sound never stopped afterwards)
- removed bell sounds when the player teleported to the skyship
- fixed a bug that caused enemies and NPCs to stop moving

new features
- added atmoshperic voice acting (big thanks to the Cyrodiil Upgrade Team)
- added a Dwemer parachute that allows the player to jump from the Skyship (thanks to QQuix for his awesome scripts)

If no further problems arise, 1.1 should be released in the next few days (I know I said that some time ago too ;-) )
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Quick draw II
 
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Post » Fri Nov 05, 2010 4:32 pm

Just wanted to post the 1.1 change-log here. If I forgot to correct a bug, please tell me so:


Dwemer Skyship 1.1 Change Log

bug-fixes
- removed wind sound when summoning the Skyship (the sound never stopped afterwards)
- removed bell sounds when the player teleported to the skyship
- fixed a bug that caused enemies and NPCs to stop moving

new features
- added atmoshperic voice acting (big thanks to the Cyrodiil Upgrade Team)
- added a Dwemer parachute that allows the player to jump from the Skyship (thanks to QQuix for his awesome scripts)

If no further problems arise, 1.1 should be released in the next few days (I know I said that some time ago too ;-) )


Sounds good, i'll give it a go!
Hows the other thing coming along? Making the airship travel in real time, I mean.
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Penny Courture
 
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Post » Fri Nov 05, 2010 11:13 am

Sounds good, i'll give it a go!
Hows the other thing coming along? Making the airship travel in real time, I mean.


naturally, I'm very curious about that as well.


Have you thought about an extendable rope ladder for transport?

Mr siika, have you gotten my PMs? :poke:
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vanuza
 
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Post » Fri Nov 05, 2010 4:56 pm

Have you thought about an extendable rope ladder for transport?

Actually not a bad idea, but not in version 1.1. Just to be sure: the rope ladder should be a way to get to the ship from the ground, right?

Mr siika, have you gotten my PMs? :poke:

sorry Rowan, yes I have. I have a lot to do at work at the moment and I like to take some time to answer pms.
I'll try to anwer you this evening.
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Talitha Kukk
 
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