Haloblivion

Post » Wed Mar 30, 2011 12:05 pm

http://www.youtube.com/watch?v=Yrk7jG6r_JM

It looks neat, for starter at least. Not that I fancy guns in medieval-settings of Oblvion, though, but it certainly show what's "possible" to do with the game. :gun:
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Shiarra Curtis
 
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Post » Wed Mar 30, 2011 7:33 am

Wouldn't halo mods be better for Fallout 3?
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Tai Scott
 
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Post » Wed Mar 30, 2011 8:03 am

I would love to have a Dwemer Gunslinger class focused on using crude steampunk revolvers and the like. Magic ammo ahoy!
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NEGRO
 
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Post » Wed Mar 30, 2011 2:40 am

I would love to have a Dwemer Gunslinger class focused on using crude steampunk revolvers and the like. Magic ammo ahoy!


Definitely!
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Farrah Lee
 
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Post » Wed Mar 30, 2011 5:28 am

This mod cannot be released, heres why:
Credit to Bungie for the models and textures for the H3Beta armor, sniper, magnum, and assault rifle, and all the extra sound effects present. The hud and energy sword are completely made by me but are still unfinished. REMEMBER, NOT FINISHED! .


clearly states in the modding rules (by bethesda softworks): http://www.gamesas.com/bgsforums/index.php?showtopic=646586
Remember, this also applies for Oblivion and ALL games, people!


This also includes:
1. Those asking for Morrowind meshes or textures to be converted
2. Those announcing a mod that converts Morrowind meshes for Oblivion

From Pete 09/10/03:
Recently there have been a number of posts concerning Oblivion Mods and people using assets from other games, in whole or in part.

We do not and will not get involved in the policing of the Oblivion Mod community. However, in no way, shape, or form can we allow people to talk about taking copyrighted and proprietary materials from other games and using them for mods for Morrowind.

Any threads discussing using models or assets from other games in Oblivion Mods are going to be locked, no questions asked. As a software developer and publisher, we don't have the luxury of looking the other way on this. Sorry.

We certainly don't want anyone using the work we've done on Oblivion in mods for other games, so we have our part when it comes to other games. Please stop using assets from other products for Oblivion mods, and please do not use any assets from Oblivion for projects in other games.

Thanks for your understanding.

-Pete


So unless he goes about remaking all the rest of the items (apart from the HUD and energy sword which he says he has made from scatch), this mod cannot be released without breaking the EULA.
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Haley Cooper
 
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Post » Wed Mar 30, 2011 5:29 am

It seems a bit of a shame to use so much skill and effort just to make a novelty nobody will actually use when playing properly.
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Crystal Birch
 
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Post » Wed Mar 30, 2011 12:08 am

This mod cannot be released, heres why:


clearly states in the modding rules (by bethesda softworks): http://www.gamesas.com/bgsforums/index.php?showtopic=646586


So unless he goes about remaking all the rest of the items (apart from the HUD and energy sword which he says he has made from scatch), this mod cannot be released without breaking the EULA.


Well since this is an issue I guess I'll have to address it. I'm actually quite good at modeling, unwrapping, rigging, and I'm not bad at texturing either. Before I do much more I guess I'll have to remake them. Anyone willign to help with texturing? I can do most of the other stuff on my own. If you want an example here's a h3 style fuel rod gun I've made.

5 1/2 hours for model and unwrap. 1755 triangles.
http://img5.imageshack.us/img5/3674/clay.jpg
http://img7.imageshack.us/img7/8521/claywire.jpg


It seems a bit of a shame to use so much skill and effort just to make a novelty nobody will actually use when playing properly.


Well I kind of know most people won't be playing the game seriously with it since it's from a completely different game. I have many reasons for making this mod. Partly because before this mod I didn't know ANYTHING about scripting aside from simple things and I wanted to learn what I can do. Secondly I actually started this mod out as a simple energy shield mod for a suit of Halo armor, but it escalated into involving guns, new hud, and NPC's you can summon and give commands to with hotkeys which you can set. Third, I really think you guys could learn a lot from it since the closest thing to a gun was the boomstick mod I saw which imo was quite cheap :-/ . I really think you guys could take what I've done when I release it and rework it into something that WOULD be applicable to Oblivion such as dwemer guns like that one guy mentioned. Anyway, I'm now officially a part of this forum so I'll try to visit it regularly from now on.
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Damned_Queen
 
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Post » Wed Mar 30, 2011 11:49 am

-snip-

-snip-

Perhaps, however I posted to inform a showcase of what's possible to do with modding, something I've never thought possible (or seen) in any mods which I find interesting.

Well since this is an issue I guess I'll have to address it. I'm actually quite good at modeling, unwrapping, rigging, and I'm not bad at texturing either. Before I do much more I guess I'll have to remake them. Anyone willign to help with texturing? I can do most of the other stuff on my own. If you want an example here's a h3 style fuel rod gun I've made.

5 1/2 hours for model and unwrap. 1755 triangles.
http://img5.imageshack.us/img5/3674/clay.jpg
http://img7.imageshack.us/img7/8521/claywire.jpg

Well I kind of know most people won't be playing the game seriously with it since it's from a completely different game. I have many reasons for making this mod. Partly because before this mod I didn't know ANYTHING about scripting aside from simple things and I wanted to learn what I can do. Secondly I actually started this mod out as a simple energy shield mod for a suit of Halo armor, but it escalated into involving guns, new hud, and NPC's you can summon and give commands to with hotkeys which you can set. Third, I really think you guys could learn a lot from it since the closest thing to a gun was the boomstick mod I saw which imo was quite cheap :-/ . I really think you guys could take what I've done when I release it and rework it into something that WOULD be applicable to Oblivion such as dwemer guns like that one guy mentioned. Anyway, I'm now officially a part of this forum so I'll try to visit it regularly from now on.

Are you the person who created the video? (I'll assume yes) I am not a fan of guns in Oblivion but as I've mentioned above, what you did got my interest. You made some great work there! :drool: :goodjob: For now however, I can only wish good luck! :nod:
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brenden casey
 
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Post » Wed Mar 30, 2011 4:35 am

Always good to have a polymath onboard. It's just a shame you're leaving it to the whims of the community to make a dwemer version :P- very few people can actually do scripting, xml, animation and modelling so most people who try will get stuck at some point.
To what extent can the scripts be made modular? I'm thinking if it's not too difficult making a sort of standard core that people can easily plug their own weapons into might be a good use of time, mine if not yours once this gets relzed.
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Stacey Mason
 
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Post » Wed Mar 30, 2011 12:49 am

If any of you are interested I put together a little bit of the HUD code that makes the animated radar dish in the bottom corner. You can change this around a bit to make animated hud elements if you want. Thought I'd give you guys something since I just joined and I have a lot of work done here. You'll of course have to substitute variable names and stuff, but I have included comments to help. It's kinda simple really.


PS: my mod requires OBSE with Pluggy. My entire mod HEAVILY relies on both for arrays, strings, HUD functions, and miscellaneous functions.


short tempshortlong tempstringlong textureformatshort radarsetuplong radarimagefilepathlong radarimagefloat dopplerstatefloat dopplerintervaltimer		if radarsetup == 0								;sets up the starter frame			set radaroffsetX to 30							;sets up the x offset of the radar image assuming a width of 1024			set radaroffsetY to -100						;sets up the Y offset of the radar image assuming a height of 768			set radarsetup to 1							;tells it to only do this once every time something happens			set dopplerintervaltimer to 3				;interval between sweeps			set tempstring to createstring -1 "none";string used for storing integer			set radarimagefilepath to createstring -1 "Textures\HaloHud\Misc\Radar\0.dds";location of the first frame in the animation			set textureformat to createstring -1  ".dds";texture format of the images			set radarimage to NewHudS radarimagefilepath 1 31 radaroffsetX radaroffsetY 400 resolutionscaleY 100 9 0;creates the hud image		endif		if dopplerintervaltimer <= 0			set dopplerstate to dopplerstate + (30 * getsecondspassed);the higher the multiplier (30) is the faster the image will play			set tempshort to dopplerstate			;converts the float into a short so it can be used to tell which texture to change to			if tempshort >= 22					;stopping at 22 means its gone through 21 frames, or about .7 seconds				set tempshort to 0				set dopplerstate to 0				set dopplerintervaltimer to 3			endif			setstring radarimagefilepath "Textures\HaloHud\Misc\Radar\" ;sets the base filepath of the radar image			inttostring tempstring tempshort ;converts the integer of which image to use next into a string			stringcat radarimagefilepath tempstring textureformat ;connects all the strings together into a usable filepath			huds_tex radarimage radarimagefilepath 1 0 ;changes the texture of the radar to the new one		elseif dopplerintervaltimer > 0			set dopplerintervaltimer to dopplerintervaltimer - getsecondspassed		else		endif


If I forgot anything that makes the script not work then I'm sorry but I'm a bit busy and I cant take much more time to search through almost a max script size script.

Also, thought you guys might find this as funny as the rest of my other "Halo" modding community
http://img683.imageshack.us/img683/6829/whatew.jpg
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Prohibited
 
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Post » Tue Mar 29, 2011 9:57 pm

Always good to have a polymath onboard. It's just a shame you're leaving it to the whims of the community to make a dwemer version :P- very few people can actually do scripting, xml, animation and modelling so most people who try will get stuck at some point.
To what extent can the scripts be made modular? I'm thinking if it's not too difficult making a sort of standard core that people can easily plug their own weapons into might be a good use of time, mine if not yours once this gets relzed.


The scripts were written to be modular actually. I made one gun script that I changed around the ammo types, reload and fire rate timers, damage formula base damage, and anything else. Each gun has one single script attached to it that runs all the guns functions and a seperate HUD script on an unplayable item carried by the player controls all the hud related things. The sniper rifle though has a unique zoom that instead of being staged levels it zooms while zoom is held and zooms out when let go and held again. I tried to make everything as interchangeable as i could with minimal impact on FPS. I honestly notice no real difference when idling with guns or reloading or anything else. The only things that cause any lag at all atm are firing and having the visor equipped. The firing is cause it goes through half of the script to check all the conditions such as recoil calculation, damage calculation, weapon and user fatigue, enemy armor damage, scripted mastery level perks, etc. There's a reason the script is so massive and that's cause I'm putting as much as I can into it to make it more realistic. When you reload clips for example you exchange the current clip for the most full one in your inventory and the old one is disassembled into bullets of that type and an empty clip and they pool into your inventory. Doing this means you can run out of filled clips before you actually run out of bullets if you reload too often since you CANNOT REFILL clips during combat. There's a lot of strategy and balancing that went into this and all that I really need to do to get it just about balanced right is allowing NPC's to use guns. It'll be a little tricky but it can work. Also, the energy shield that you saw in the video runs off my magicka but atm I'm changing it to running off a float variable. The suits also are able to be worn and work on NPC's as well and I made a nonplayable token armor version for creatures as well that works and has different settings depending on which one you give it. Anyway, back to work. HTH ;)
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Melly Angelic
 
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Post » Wed Mar 30, 2011 1:41 am

this looks quite interesting, being im an avid halo fan and all, but i think halo mods would be better for fallout. did u have to make all new animations for the reloading of the guns?
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Jesus Duran
 
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Post » Wed Mar 30, 2011 9:25 am

No. Infact, that's the only thing I'll really need help with is the animations. I'm no animator but my friend is great at it and I've looked at oblivions animations enough to understand how they need to be animated. But a few things bother me such as how to make the animations work in first person as well since special idles dont seem to have a fp equivelant. secondly, even if i could do that, how would those animations play on npc's. I can imagine using getkeypress for movement idles for the player but that's not the case for NPC's AND if i did it with "ismovingforward/backward/left/right" then would it play and then stop because they are no longer moving forward but rather idling or would it infinitely loop and stutter between the idle walk and normal walk. As I said, I need some help with animations :/ . O and btw, I've been working on the hud some more and I've got some more working including the shield meter being changed to a float variable and the hud now fits perfectly for all resolution sizes with more showing in higher aspect ratios. Link's right http://img705.imageshack.us/img705/6928/awesomeg.png. I'm zoomed in 2x so that's why the gun looks so much closer by the way.

Also, about Halo guns for Oblivion. This is not JUST to get Halo into Oblivion. This is guns for Oblivion in general. This is expanding on what Oblivion has. Making them for fallout would be cake which is not something I find interesting.
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Nymph
 
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Post » Wed Mar 30, 2011 10:13 am

I'm not a big fan of Halo but it is awesome that you are making something fairly unique and new for Oblivion.

Keep up the good work.
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Trey Johnson
 
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Post » Wed Mar 30, 2011 1:29 am

Ok, I've done a LOT of work behind the scenes and have even gotten to the point that pretty much every part of the scripts are modular and have nice little sections for users to add their own stuff and create their own guns without much trouble. I've even made different ammo types (only for the pistol since I'm setting up the system first) and one of the types is a tazer round with shock and paralyze(aka enchanted ammo). Thing is, it's a crude system that requires the ammo types to be programmed directly into the guns. This means I wouldn't be able to setup a system for you guys to make your own enchanted ammo ingame. I've come up with a mind boggelingly confusing system to allow for not only ingame customizable ammo types, but it would also make it so new ammo can be made simply by copying the ammo token script from one ammo type, changing the variables correctly, and adding it to the player. Problem is, i'm not 100% sure this will work. somewhere around 80 - 90. Give me your all's ideas on which one i should use. One is simple and requires variables to be placed directly into the scripts and is much simpler for me to make. the other allows much more flexability to you guys in and out of the game, but is incredibly confusing for even me and might not work :/ Opinions please.


to give you an idea of how complex the system i'm thinking of is, this is how ammo would be stored

the guns each have a variable assigned to them. if it's positive it means it's right handed. negative is left handed. left handed and right handed guns sharing the same absolute value from 0 will share the same ammo types(left and right handed pistol are -1 and 1 respectively)

there is an array that stores the ammo types for those specific guns in the index corresponding to the guns guntype(pistol ammo types would be stored at index 1 of the ammo arrays)

each ammo type is assigned a specific number like the guntypes and is placed in that index of that guns ammo array

finally, within that array is a large set of variables defining the exact nature of the ammo. this is a mockup i've drawn out of exactly how the data will be stored.

|#| means the index


|0|array containing all ammo clip refrences |1|clipsize |2|singlebulletreference |3|bullettypeabbreviation |4|ammoenchantmentsarray |5|basedamage |6|damagemultiplier |7|armorreductionmultiplier |8|damagetoshieldmultiplier
|9|gundamagebase |10|gundamagepercent |11|watergundamagemultiplier |12|waterpenetrationdepth |13|knockdownchancemulti |14|bulletforce |15|indoor loudness |16|outdoor loudness
|17|firingfatiguedrain |18|CamXAngleBase |19|CamZAngleBase |20|CamAngleMax |21| bulletcanricochet |22| ignoresresistnormalweapons
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Andrew Lang
 
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Post » Wed Mar 30, 2011 5:37 am

This mod is the MOST awesome and amazing mod I have ever seen. Kudos to you sir for managing to do all of the scripting and everything else. It's like a dream come true :)
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Lance Vannortwick
 
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Post » Wed Mar 30, 2011 3:19 am

The fact you were so easily able add hud elements makes me stop and pause. I hate the UI of oblivion, especially the lack of a spell tool bar. I know you wont be able to point and click on any toolbar displayed, but to be able to have a tool bar at the bottom of the screen that at leasts displays what spells you have assigned to 1-9 would be a God send. Something like a standard mmo has.
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[Bounty][Ben]
 
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Post » Wed Mar 30, 2011 12:21 am

Keep up the good work, this mod has excellent potential.
Mostly for a dwemer gun mod (kind of Fable 2 style)
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BethanyRhain
 
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Post » Wed Mar 30, 2011 10:45 am

I've actually done a lot more with the ui since those screens. Including making it work for any weapon and shield. here's an example.

http://img405.imageshack.us/img405/5613/powerups.jpg

It displays the health in numbers and the weapon charge as the meter. if it has no enchantment it instead displays the health as well. theres a ton more things i'm doing and since i'm the only one doing it and have always been it'll be a while till anything is released. I have made a finalized name for it though. F.U.B.A.R. (Free Use Ballistic Arms Resource). The name fits well because once i'm done anyone will be able to load up the plugin, make a new plugin that requires fubar, and use the scripts i will provide to make their own guns, ammo, etc. the ui is also customizable and when you edit the variables in the script you can easily name the texture to be used for the gun in the hud. meaning simply that you can very easily add new guns, ammo, and hud icons, crosshairs, etc without much scripting knowledge. I'm aiming for this to be very user friendly. It's not just guns either. you can add backgrounds for helmets when they're equipped so you can, for example, put an outline of the helmet interior and have it display it when the helmet is equipped. Trust me this mod is packed full of things and will be split into 4 separate plugins, the fubar gun master mod containing the systems and everything, the hud system (not sure if i'll seperate it from fubar tho), the companion tactics mod, and a plugin with premade test items to show the mod off. I'm looking for testers but i've still got things to finish up before i give it out. If anyone wants to beta test pm me and i'll see about it. I'll be asking moderators if you're a trustworthy candidate or not.

btw, in case you guys are curious the scripts take up around 300 kb with duplicate scripts for the guns, helmets, and a few other things. so without duplicates theres around 230kb of unique code. that's around 200 pages worth :D It's been optimized a lot too ever since i replaced lots of redundant code with function calls. the gun dummy scripts are each about 15kb. they used to be almost 24kb. everything runs smoothly tho and my computer is pretty old. i cant record on any resolution higher than the lowest and it still lags at around 10 fps.
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Aliish Sheldonn
 
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Post » Wed Mar 30, 2011 6:56 am

I have tried to type a coherent response three times now, I give up.

Wow. Wow. this is amazing! There are things you're doing with this mod I didn't even think were possible with this game engine. Good luck finishing the project!
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Jhenna lee Lizama
 
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Post » Wed Mar 30, 2011 2:57 am

Great stuff man. Can't wait for Reach in 13 DAYS!!!!
Keep up the good work :celebration:
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Jeffrey Lawson
 
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Post » Wed Mar 30, 2011 4:33 am

I'm not a big fan of guns and stuff in TES games, but this looks kinda awesome... I'd not use it for serious gameplay, but I'd probably use it occasionally on a non-serious character.
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jaideep singh
 
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Post » Wed Mar 30, 2011 9:05 am

Oh wow you are still working on this :) I am a huge fan and sent you a PM to see if I could help beta test for you. Your guns would have been awesome in Sahardoom's mods http://www.youtube.com/watch?v=69P11upIOno
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Pawel Platek
 
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Post » Wed Mar 30, 2011 5:40 am

I wonder what Bungie would say if you are using the orginal sounds and stuff <_<
Nice mod but i think it belongs to :fallout:

It seems senseless to fight Guards with guns in my sight.....Looks like a godmode game to me.
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XPidgex Jefferson
 
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Post » Wed Mar 30, 2011 8:19 am

Would people please STOOOOOOOP saying this should be in Fallout? This ISN'T a Halo guns mod. It's a bunch of new systems for oblivion such as guns and huds. The Halo stuff is just to show off the systems. JUST STOP. I'm getting tired of someone saying it every 5 posts and getting it on my video comments. Okay, rage over. I'm making my own models and textures for the magnums, suit, assault rifle (will be replaced with battle rifle [dont worry you can toggle between burst, single, and full auto]), and all other things will be remade. I don't RELEASE rips. It's one of my big no no's


Edit: I know they seem overpowered but that's because I still have balance issues to mess with.

one of them being that npc's will need a function script built into the guns to check what they should do. otherwise they only melee with guns. another being that the way I have it set up it takes out percentages of health per shot which is reduced by many many factors. I've redone the damage formula since the videos but it still needs tweaking. Guns won't seem too overpowered though when it gets to the point that any ai can use them and they start with them as well.

tl;dr All in due time.
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Stephanie I
 
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