[WIP] Elemental Magic

Post » Sat Mar 20, 2010 12:33 pm

No, only 3ds Max 4.2/5 with the TEsixporter plugin can export particles.


Ah, that's too bad. Thanks for the information, though.

--


I did some re-working of scripts yesterday. Meteor Shower / Hailstorm now have smooth paths (and somewhere along the way I determined that the acceleration due to Tamrielic gravity is 478 units/sec/sec :huh: ), and I changed Curse of the Inferno to a billboarded mesh so that it looks better as you move around the target.


Reworked http://www.youtube.com/watch?v=PI-JvjtNzqY. Arcing paths, now -- more work involved in aiming but makes it more unique, too (anyone can just throw a fireball forward =P ). Unlike a lot of the spells this is more of a long-ranged attack now, unless you should cast it point blank. When I create the MWSE add-on it will be a good way to start combat from afar, and perhaps it could be put to good use against archers depending upon the circumstances.
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Manuel rivera
 
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Post » Fri Mar 19, 2010 11:18 pm

Nice. The new trajectory really makes it stand out!
Magickal multi-mortars! :flamethrower: :nuke:

Great work!
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BEl J
 
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Post » Sat Mar 20, 2010 9:21 am

if I levitate up high enough will it make a full circle and hit me in the back?
looks great anyway :D just curious :P
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Nice one
 
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Post » Sat Mar 20, 2010 6:43 am

Scattershot looks cool, it looks like it always follows the same trajectory rather than the crosshair position? Or would something like that need MWSE / MGE?
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Ella Loapaga
 
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Post » Sat Mar 20, 2010 1:50 pm

Nice one!

Scattershot looks cool, it looks like it always follows the same trajectory rather than the crosshair position? Or would something like that need MWSE / MGE?


MGE.
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Julia Schwalbe
 
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Post » Sat Mar 20, 2010 11:24 am

if I levitate up high enough will it make a full circle and hit me in the back?
looks great anyway :D just curious :P


I must admit that currently, I don't cap the angling code to a maximum angle, and because I cannot determine the ground level of any one location, there is another shortcut taken too. What this means in real terms is that if you cast from high enough up, overlooking a much lower area, the current code will have it explode before it would reach the ground probably. Unless you were to jump down with it, in which case it would probably explode at the correct point, but if it were far enough down the angle might start to tilt back toward you. The former problem is something I can't really fix (I can only take shortcuts and approximations to try to minimize its effect), the latter is something I will be correcting.

Scattershot looks cool, it looks like it always follows the same trajectory rather than the crosshair position? Or would something like that need MWSE / MGE?


Definitely need MGE, as iio points out. A good idea for down the line when I'm working on the MWSE component, since I (and most people, I'm sure) am using MWSE through MGE anyway. Don't know how it would work, yet, but it certainly seems possible.

Glad everyone likes it :) . When I was fixing Meteor Shower and remembered how... static the Scattershot looked, I thought hey... maybe now that I have the forward translation working properly I should account for gravity. I should fix Boulder to use the same methods.
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Rude_Bitch_420
 
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Post » Sat Mar 20, 2010 5:09 am

I must admit that currently, I don't cap the angling code to a maximum angle, and because I cannot determine the ground level of any one location, there is another shortcut taken too. What this means in real terms is that if you cast from high enough up, overlooking a much lower area, the current code will have it explode before it would reach the ground probably. Unless you were to jump down with it, in which case it would probably explode at the correct point, but if it were far enough down the angle might start to tilt back toward you. The former problem is something I can't really fix (I can only take shortcuts and approximations to try to minimize its effect), the latter is something I will be correcting.



Definitely need MGE, as iio points out. A good idea for down the line when I'm working on the MWSE component, since I (and most people, I'm sure) am using MWSE through MGE anyway. Don't know how it would work, yet, but it certainly seems possible.

Glad everyone likes it :) . When I was fixing Meteor Shower and remembered how... static the Scattershot looked, I thought hey... maybe now that I have the forward translation working properly I should account for gravity. I should fix Boulder to use the same methods.


You need the GetEyeVec function. I use it for a lot of my projectiles so if you get stuck give me a holler.
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Lovingly
 
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Post » Sat Mar 20, 2010 9:10 am

I love what you've done with the Scattershot. It looks much better.

Seeing your work on this makes me want to get back into scripting.
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Charity Hughes
 
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Post » Sat Mar 20, 2010 12:30 pm

I've been itching to play for a while (so much modding to do first!) but following this thread makes me itch to play a serious mage character!
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Monika
 
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Post » Sat Mar 20, 2010 12:32 pm

-- Earth - Path of Stone : The caster gathers stone slabs from the Earth, creating paths where none existed. As the magic fades, the slabs return to the earth. http://www.youtube.com/user/NMZmaster?feature=mhw4#p/a/u/0/TL8zMAG7cbQ
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Vicki Blondie
 
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Post » Sat Mar 20, 2010 3:01 pm

AWESOME!~ :D
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Josh Trembly
 
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Post » Sat Mar 20, 2010 12:40 am

-- Earth - Path of Stone : The caster gathers stone slabs from the Earth, creating paths where none existed. As the magic fades, the slabs return to the earth. http://www.youtube.com/user/NMZmaster?feature=mhw4#p/a/u/0/TL8zMAG7cbQ


Like it, you're full of ideas!

And I adore new scattershot, my new fav spell ^_^ By the way, what's the console command for freezing spells like that?
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Tanya Parra
 
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Post » Sat Mar 20, 2010 8:33 am

To freeze the Scattershot (or any of my spells for that matter) in their tracks, you can use the console command "ToggleScripts." Calling the same command a second time should set things running again with no problems, but no guarantees =)


Path of Stone should let Earth users get just about anywhere they want to.... and after a lot of tweaking it's pretty difficult to actually fall while the spell is in effect. Right now it is set to give forty paces, I think, but that can be tweaked. I particularly like that it can be used to rise up out of the water once you get your footing.



Working on something really neat right now, if I can get the scripts to cooperate it will probably be my new favorite...
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Chantel Hopkin
 
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Post » Sat Mar 20, 2010 2:44 am

path of stone looks sweet, but... where's your head?
so does it only go up and can I use it to, say, go up the telvanni tower? It seems like it only works when you walk forward.
can't wait for the thing you're cooking up, you have great ideas :D
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kevin ball
 
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Post » Sat Mar 20, 2010 5:36 am

path of stone looks sweet, but... where's your head?
so does it only go up and can I use it to, say, go up the telvanni tower? It seems like it only works when you walk forward.
can't wait for the thing you're cooking up, you have great ideas :D


My test character literally lost her head when I disabled everything except the three Bethesda masters a while back =P.

Right now I have Path of Stone set to look only at the X-Y plane distance traveled, so no, it would not be very good for going up the interior of Telvanni towers. I was having issues with it so I took the z distance out of the vector math. If I can add a workaround I'll add it back in :shrug:. You can indeed go down with it (unless I accidentally tweaked that out...) but you'll need to just walk forward, not jump like I did in the video.

Although it'd still be great for climbing the outside, anyway!

---


I present... an afternoon of hunching over my keyboard, tweaking, tweaking, fixing, crashing, and more tweaking.... http://www.youtube.com/watch?v=cXIg8NNjJwM!

-- Earth - Guardian Rock : Hundreds of rocks are wrenched from the earth, forming a protective shield that is held up by your will alone. Full concentration is required to maintain the shield, such that no other spells may be cast for the duration, but all the while the earth will heal and hide you.
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Charlie Sarson
 
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Post » Sat Mar 20, 2010 2:35 pm

I present... an afternoon of hunching over my keyboard, tweaking, tweaking, fixing, crashing, and more tweaking.... http://www.youtube.com/watch?v=cXIg8NNjJwM!

-- Earth - Guardian Rock : Hundreds of rocks are wrenched from the earth, forming a protective shield that is held up by your will alone. Full concentration is required to maintain the shield, such that no other spells may be cast for the duration, but all the while the earth will heal and hide you.


That's a very interesting spell, looks very cool :goodjob:
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sarah taylor
 
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Post » Sat Mar 20, 2010 2:00 am

Path of Stone and especially Rock Guardian look fantastic! But you might want to console your head back...that headlessness thing is kinda creepy. :P
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Misty lt
 
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Post » Sat Mar 20, 2010 3:21 pm

Had some ideas today, might be interesting:

Charged magic, basically it's a two step thing. First you ready the spell, that is maybe summoning a rock, this can be done a few times and they will stay by your side until you decide to use them. Then another spell will fling the rocks away.

1st spell would place a rock at center screen and then it would follow you around
2nd spell would fling it away in some way. maybe forward, mayby outwards from body who knows?...
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Thomas LEON
 
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Post » Sat Mar 20, 2010 10:16 am

Had some ideas today, might be interesting:

Charged magic, basically it's a two step thing. First you ready the spell, that is maybe summoning a rock, this can be done a few times and they will stay by your side until you decide to use them. Then another spell will fling the rocks away.

1st spell would place a rock at center screen and then it would follow you around
2nd spell would fling it away in some way. maybe forward, mayby outwards from body who knows?...


Nice idea, much better than my spikes! :goodjob: ...or hmm..seeing and combining similarities of this with my earth spikes, I came to another idea. While you have the Guardian Rock around you, have another spell that could perhaps scatter those rocks all around the place?
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Catherine N
 
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Post » Sat Mar 20, 2010 12:53 am

I sorry to be so noob, but I can only cast earth spells
I tried the invocations for other spells but they don't work at all
I am I doing something wrong?
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Natalie J Webster
 
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Post » Sat Mar 20, 2010 9:33 am

I sorry to be so noob, but I can only cast earth spells
I tried the invocations for other spells but they don't work at all
I am I doing something wrong?


Unless you use the console command
Spoiler
set NMZ_Mastery to 1
then you need to cast the invocation spells first. It takes a bit of time for the weather to change, and the GetCurrentWeather value only updates after the change is 100% completed, so make sure sufficient time has elapsed.

If the invocation spells failed or did nothing, make sure you have the right ingredients. Currently you need fire salts (Embers Invocation), frost salts (Snowfall Invocation) and void salts (Thunderstorm Invocation).


Keep in mind a few caveats:

- Casting in third person mode seems to be broken for many of the spells, at least when I try it, so avoid that too. I don't know why, but it seems like PlaceAtPC/PlaceAtMe breaks down in third person mode. The scripts just sometimes cease to work.

- I sometimes experience crashes. I haven't been able to tie it to anything in particular yet, but it isn't something like "too many objects" involved in a spell. When tweaking Guardian Rock at one point I set it above a thousand individual rocks, and the game did not crash after repeated use. I could go on, but the bottom line is that the spells (especially while spamming them) could crash your game. I still consider the download link an alpha (current plans are to finish some more spells and then start beta / bug removal).

- In one of the newer versions I removed all of the message related to spellcasting. I should really add back messages for the invocation spells so that it at least tells you it failed due to reagents...



Have fun, and let me know if it still doesn't work.
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Minako
 
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Post » Sat Mar 20, 2010 12:19 am

Thanks man, it helps alot
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mike
 
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Post » Sat Mar 20, 2010 12:19 pm

Wow. That's interesting project. I'll be waiting for the realese.
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ANaIs GRelot
 
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Post » Sat Mar 20, 2010 9:34 am

Any of http://www.youtube.com/watch?v=z4-UkoThJMgspells possible?Look at 2:34 for a possible book of wind spell :deal:
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Courtney Foren
 
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Post » Sat Mar 20, 2010 2:28 pm

Certainly some neat stuff there, inspiration is always nice.


No updates today, I'm afraid. I've got sort of a creative block with the Thunderstorm spells because I can't think of more ways (at the moment!) to branch out while still being able to script it to look good. Lightning is tricky because it requires visuals I just can't seem to get right.


Earth, on the other hand... I still have a bunch of ideas for Earth. Time has been short recently and will remain so for a bit yet, but development will continue. I wish I could adjust the terrain height (and if I'm feeling really greedy, adjust it nonuniformly!) but since that is not an option I have to settle for other stuff.


And as always, if you've got an idea that you would like to see, drop a post here! If I think it is reasonable to script then I'm always willing to give it a shot (or at least put it on my to-do list).
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[Bounty][Ben]
 
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