[REL]Hexagonica V0.1

Post » Tue Mar 09, 2010 9:21 am

Ooh lightning, please tell me you can get struck by it.

Good eye!

Right now I'm figuring out how to make the cell have it's own lightning system. For the future what i'd like is a shader that would do a "flash" then use the MGE shakescreen. And display this and maybe other meshes at half-random positions.

The rest I think I can do..

Also, if you can get hit by the lightning, why not make a scripted spell out of it! Hmm.

So many things to do, so little time.

EDIT: I began working slowly on the water-mechanics of the Leviathan Domain. It feels like what is needed is an entire system that will take care of things... Not easy stuff for a non scripter. I'm right now into testing stuff. Some of the good stuff:

Flooding interiors(Mostly modelling/animating)
*Breaking glass
*Gushing water
*Waterdrops
*Water running along walls

Object mechanics(Scripts)
*Floating objects (when raised water level)
*Sinking objects(when player is on top & or waterlevel is lowering), based on object weight(possibly?)

Puzzles(Design)
*Repairing a leak
*Re-establish pressure
*Avoiding the water
*Rising and sinking water level to your advantage
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Laura Samson
 
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Post » Tue Mar 09, 2010 8:52 pm

Updated first post.
Will be working some today =)
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Sabrina garzotto
 
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Post » Tue Mar 09, 2010 8:24 am

I'm still working on making good mountains, right now focusing on making some kick@ss rocks(even tho the mapping still svck):
http://i40.tinypic.com/25ztagj.jpg
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Heather M
 
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Post » Tue Mar 09, 2010 1:06 pm

It'd be cool to get hit by lightning (weird thing to say).

Nice rocks! So, where are they going?
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Misty lt
 
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Post » Tue Mar 09, 2010 5:46 pm

It'd be cool to get hit by lightning (weird thing to say).

Nice rocks! So, where are they going?

I think it will be equally cool to hit others with it o_O

Probably in the canyon of faith. Even if that is an area I don't intend to have in the final release. Maybe an add-on later. However the rock mesh will be re-textured and reused elsewhere.

Big announcement:
The rough of the water scripts are finished.

Now I have to refine them and then I can work on editing and making meshes.

I feel, I will need to use MWSE to get the best effect for my Water should I or should I not? I mean it's all up to how good simulation of water physics that you people want.
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Franko AlVarado
 
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Post » Tue Mar 09, 2010 1:32 pm


I feel, I will need to use MWSE to get the best effect for my Water should I or should I not? I mean it's all up to how good simulation of water physics that you people want.
Definitely. Having a quest-focussed mod using MWSE would be awesome. Most MWSE mods are add-ons and gameplay tweaks so having something that used MWSE as part of the adventure (if you understand me) would be a brilliant move.
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Jessica Lloyd
 
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Post » Tue Mar 09, 2010 4:34 pm

Definitely. Having a quest-focussed mod using MWSE would be awesome. Most MWSE mods are add-ons and gameplay tweaks so having something that used MWSE as part of the adventure (if you understand me) would be a brilliant move.

I guess that settles it.

I can't really argue against it. however i might wait with implementing it until the close future. =)
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Crystal Birch
 
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Post » Tue Mar 09, 2010 6:00 pm

Sry mate, must have been blind, that I never noticed this thread. Seems to be an interesting mod, I'm curious to see the animations ingame!!! :D Btw, can you tell me what is the script command to initiate an animation??? :huh:


Greets, TheDaywalker!!! :rock:
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Marine x
 
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Post » Tue Mar 09, 2010 5:19 pm

Sry mate, must have been blind, that I never noticed this thread. Seems to be an interesting mod, I'm curious to see the animations ingame!!! :D Btw, can you tell me what is the script command to initiate an animation??? :huh:


Greets, TheDaywalker!!! :rock:

Haha, no problemo mate =)

I thought you could tell me. I mean, you have animated stuff in your game?
The only test I did so far was setup a creature with only idles (which worked) hehe. I think the only working command is playgroup. (Look in MWSFD).
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Jani Eayon
 
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Post » Tue Mar 09, 2010 10:20 pm

I'm for the MWSE thing, I'm running MGE anyway. Just remember I don't know a thing about it :), guess I should learn :shrug:
Sry mate, must have been blind, that I never noticed this thread. Seems to be an interesting mod, I'm curious to see the animations ingame!!! :D Btw, can you tell me what is the script command to initiate an animation??? :huh:


Greets, TheDaywalker!!! :rock:

http://www.uesp.net/wiki/Tes3Mod%3a%50layGroup
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Laura Richards
 
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Post » Tue Mar 09, 2010 3:51 pm

I'm for the MWSE thing, I'm running MGE anyway. Just remember I don't know a thing about it :), guess I should learn :shrug:

http://www.uesp.net/wiki/Tes3Mod%3a%50layGroup

Haha, can't depend on you forever, even if you have truly helped me a lot =) I will go down the MWSE route to try to make a more faithful adaption of some water physics. Thank you for the link =)

New render:
http://i39.tinypic.com/262nkth.jpg
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Logan Greenwood
 
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Post » Tue Mar 09, 2010 10:23 pm

New render:
http://i39.tinypic.com/262nkth.jpg

What do you mean by maybe, are they really huge monsters that attack you when you get to close?
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SUck MYdIck
 
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Post » Tue Mar 09, 2010 8:01 am

What do you mean by maybe, are they really huge monsters that attack you when you get to close?

Maybe because they might still be a bit to fugly and non-realistic to be mountains. =)
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Ruben Bernal
 
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Post » Tue Mar 09, 2010 1:58 pm

Updated with this.

Animated textures:
http://tinypic.com/player.php?v=2jcvbxk&s=5
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Breautiful
 
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Post » Tue Mar 09, 2010 11:00 pm

Updated with this.

Animated textures:
http://tinypic.com/player.php?v=2jcvbxk&s=5



Nice!!! :goodjob: Can you export that kind of animation from 3ds max or did you have to patch it together in nifskope?!

PS: It's a really cool thing to see some guys here going for animations again, we should all found an animators' guild!!! :D


TheDaywalker :rock:
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James Rhead
 
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Post » Tue Mar 09, 2010 9:35 am

Nice!!! :goodjob: Can you export that kind of animation from 3ds max or did you have to patch it together in nifskope?!

PS: It's a really cool thing to see some guys here going for animations again, we should all found an animators' guild!!! :D


TheDaywalker :rock:

According to nifskope forum I can. I have not confirmed it myself, but max automatically puts every texture in order.
I'm thinking of quickly trying to make some animated clouds and try them out with the texture hook generator.

I will have a floor that will have a myriad of bugs running around. However it is only the first test of many, there will be water running alongside walls and stuff for the future =)
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Alkira rose Nankivell
 
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Post » Tue Mar 09, 2010 11:13 pm

What do you mean by maybe, are they really huge monsters that attack you when you get to close?


Like gigantic mudcrabs :blink:
That would be pretty cool actually, Mireneye.... please include giant mountaineous mudcrabs in Hexagonica :D

Those clouds sound like they're gonna be good, it's cool you're using MGE.
That animated texture is very cool too. You and TheDaywalker are putting together some real masterpieces.

I'm all up for an animators guild. :foodndrink:
Hehe, then again you guys haven't seen what I've been working on yet, have you?
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ONLY ME!!!!
 
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Post » Tue Mar 09, 2010 9:44 pm

Like gigantic mudcrabs :blink:
That would be pretty cool actually, Mireneye.... please include giant mountaineous mudcrabs in Hexagonica :D

Those clouds sound like they're gonna be good, it's cool you're using MGE.
That animated texture is very cool too. You and TheDaywalker are putting together some real masterpieces.

I'm all up for an animators guild. :foodndrink:
Hehe, then again you guys haven't seen what I've been working on yet, have you?

We'll see =)

So far I have failed using the texture hook for the sky. If I didn't know better id say the sky is special in some way, but I said that about rain as well & was wrong (& here I was gonna show something remotely cool at least).

Next thing is to do it with the niflipcontroller. So time to load up the skymesh and edit it (maybe tomorrow for tomorrow).

Thank you =) I will try to live up to that word & hope that my own bold claims come to bare fruit.

OH!

That tease was epic! I can't wait to see what you are doing! =)
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Eric Hayes
 
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Post » Tue Mar 09, 2010 9:15 pm

OH!

That tease was epic! I can't wait to see what you are doing! =)


Hehe thanks, I wanna have a beta ready for when I start a thread though, so it'll be a while yet.

On another topic, someone pointed me towards this http://lumonix.net/puppetshop.html for max that I've been playing aroud with lately, if you ever get into animating creatures and stuff, you should try it out. It's used to make animations by BioWare, so it's gotta be pretty good ;) .
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Robyn Lena
 
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Post » Tue Mar 09, 2010 12:55 pm

Hehe thanks, I wanna have a beta ready for when I start a thread though, so it'll be a while yet.

On another topic, someone pointed me towards this http://lumonix.net/puppetshop.html for max that I've been playing aroud with lately, if you ever get into animating creatures and stuff, you should try it out. It's used to make animations by BioWare, so it's gotta be pretty good ;) .

Yeah, I know one of the developers of the ShaderFx part of the company that does Lumonix. I will have to try to look that up =)
The question is how compatible it is.

I used to work with CAT a bit... Character Animation Toolkit but in the end I found it to difficult to get along with. It's very nifty tho.
http://www.softimage.com/products/cat/ (don't mind the link name).
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Kelly Upshall
 
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Post » Tue Mar 09, 2010 12:53 pm

How's the modeling going?
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DAVId MArtInez
 
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Post » Tue Mar 09, 2010 12:19 pm

How's the modeling going?

Modeling is going so so, if anything... quite slow while waiting for the people to update the exporter so I can finally get what I want for the Leviathan Domain.

On the upside I once again got access to my external hard-drive, I almost thought it was a goner however I fixed it up. Heck yeah =)

I do have something, it's from another project but it might show at least another thing I intend to do with animations:
http://tinypic.com/player.php?v=2uhydy8&s=5

Happy modding!
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Siidney
 
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Post » Tue Mar 09, 2010 10:28 am

Modeling is going so so, if anything... quite slow while waiting for the people to update the exporter so I can finally get what I want for the Leviathan Domain.

On the upside I once again got access to my external hard-drive, I almost thought it was a goner however I fixed it up. Heck yeah =)

I do have something, it's from another project but it might show at least another thing I intend to do with animations:
http://tinypic.com/player.php?v=2uhydy8&s=5

Happy modding!

In the video is the floor having a hole burned through it cause I can't tell?
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Manuel rivera
 
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Post » Tue Mar 09, 2010 3:44 pm

In the video is the floor having a hole burned through it cause I can't tell?

Meant to look like a tiny volcano forming. Dunno the real English term for it. I will have to remake to make it the way I envision it for Hexagonica, where the crater would crack opem and stuff.

Hopefully then I can also get it to pour out some lava o_O Not needed, but could be cool experiment.
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Anna Beattie
 
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Post » Tue Mar 09, 2010 10:22 am

Hopefully then I can also get it to pour out some lava o_O Not needed, but could be cool experiment.

I'm sure you'll manage.

Make it a seperate mesh so it can be scripted to do some damage :whisper:
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Jessica Colville
 
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