[REL]Hexagonica V0.1

Post » Tue Mar 09, 2010 2:12 pm

Have you gotten home yet?

By the 7th I'll be home for sure.

I've had a really good break and with all this energy I'm sure some good stuff will come out of it. =)
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Zoe Ratcliffe
 
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Post » Tue Mar 09, 2010 6:14 am

:woot:!
Happy (other 2 days of) holiday!

Spoiler
Edit: Ok more like 1 and a bit

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Ludivine Dupuy
 
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Post » Tue Mar 09, 2010 8:38 pm

Began creating 2 meshes for the Leviathan Domain(quite simple stuff):
http://i42.tinypic.com/rbe7te.jpg

Any other suggestions? This will be very close to dwemer tech I imagine, however water oriented instead of land.

EDIT1: Some animated breaking door(video):
http://tinypic.com/r/3345k7a/5
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I’m my own
 
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Post » Tue Mar 09, 2010 6:52 am

Animated breaking glass:
http://tinypic.com/r/2ylvgbl/5

Just a test.
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Roberto Gaeta
 
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Post » Tue Mar 09, 2010 10:46 pm


Any other suggestions? This will be very close to dwemer tech I imagine, however water oriented instead of land.
Suggestions for things to make or suggestions for where you could get similar resources? If the latter then some of the SF-themed mods & resources out there might be worth a look. Like Mokbar and http://www.tesnexus.com/downloads/file.php?id=3899 or http://http%3A%2F%2Fplanetelderscrolls.gamespy.com%2FView.php%3Fview%3DMods.Detail%26id%3D1130.
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Imy Davies
 
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Post » Tue Mar 09, 2010 5:47 pm

Suggestions for things to make or suggestions for where you could get similar resources? If the latter then some of the SF-themed mods & resources out there might be worth a look. Like Mokbar and http://www.tesnexus.com/downloads/file.php?id=3899 or http://http%3A%2F%2Fplanetelderscrolls.gamespy.com%2FView.php%3Fview%3DMods.Detail%26id%3D1130.

Thanks for the links. Can't access MJY Seaquest tho o_O
EDIT: Found another link =)

Also figured out that I will probably make a set of animations for the glass, different ways for it to break apart. This means that if you break glass, there will be maybe six different ways for it to break. Done by playing different idles.
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Motionsharp
 
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Post » Tue Mar 09, 2010 4:25 pm

...
Any news?
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Chris Ellis
 
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Post » Tue Mar 09, 2010 6:08 pm

...
Any news?

Working on figuring out how to make the animations work. I figured that I really want to create the most seemingly dynamic area in-game so far ever seen o_O

For people who know.. is it as easy as making the animations with max, making the notes as idles (1-9 idles?) and then export model with KF file? if so, then I only need to make more animations.
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trisha punch
 
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Post » Tue Mar 09, 2010 2:07 pm

Wow it has been a long time since I been here. I think this looks interesting however I cant play as I don't have MW installed, and I am busy with other junk.

Good luck with this Miren, maybe I will get on msn some time. :whisper:


:wave:
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Madison Poo
 
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Post » Tue Mar 09, 2010 8:27 pm

Wow it has been a long time since I been here. I think this looks interesting however I cant play as I don't have MW installed, and I am busy with other junk.

Good luck with this Miren, maybe I will get on msn some time. :whisper:


:wave:

Good to see you here my friend. Yes, will be seeing you on MSN later =)

Thanks! With this project I carry no bond that ties me down. It's good to have an outlet for occasional creativity.

Especially now I have some really crazy and interesting ideas! I just need make heaps of animations.
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Maddy Paul
 
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Post » Tue Mar 09, 2010 11:40 am

Working on getting this in-game:
http://i44.tinypic.com/fk4c40.jpg

The problem is the amount of meshes in one file and Nifskope crashes when I try to merge the texture sources o_O
Alternatively I will do it in a text editor.. just a matter of time.

Right now I have lined up to many things for myself, time to take a step back and finish up some of the stuff.
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Batricia Alele
 
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Post » Tue Mar 09, 2010 8:35 pm

Working on figuring out how to make the animations work. I figured that I really want to create the most seemingly dynamic area in-game so far ever seen o_O

For people who know.. is it as easy as making the animations with max, making the notes as idles (1-9 idles?) and then export model with KF file? if so, then I only need to make more animations.



It's been a very long time since I did any animations, but your process sounds correct. http://www.ageinc.com/Morrowind/Thanos_Tower/tutorials.html are an excellent resource if you haven't read them yet; I referred back to them many, many times! DarkIllusion's tutorial is very nicely done with picture examples, LadyE's are also good but assume a fair degree of familiarity and comfort with 3ds Max.
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Neko Jenny
 
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Post » Tue Mar 09, 2010 9:38 pm

It's been a very long time since I did any animations, but your process sounds correct. http://www.ageinc.com/Morrowind/Thanos_Tower/tutorials.html are an excellent resource if you haven't read them yet; I referred back to them many, many times! DarkIllusion's tutorial is very nicely done with picture examples, LadyE's are also good but assume a fair degree of familiarity and comfort with 3ds Max.

Thank you =) I have figured out all the basics and I can now confidently use the dope sheet.
Back to work!

Modding love
Mireneye
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Haley Cooper
 
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Post » Tue Mar 09, 2010 2:19 pm

I recommend getting the pack of animation tutorials Axel collected and bundled together a while back, there was a specific tutorial in there for animating activators, by TumbleDumpling, that you might be interested in, http://www.gamesas.com/bgsforums/index.php?showtopic=883042&hl=

I'm downloading a load of dungeon and quest mods at the moment, and I really wanna try this out, so would you recommend I download this now or later when it is more complete?
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Nany Smith
 
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Post » Tue Mar 09, 2010 11:07 pm

Later, definitely.

The version that is out now is because a lot of the time I just work without releasing anything and I wanted this to be different. As in.. rather small to big updates from time to time instead of one huge final release.

This works better for me.

---

In later variations, i'd really want to put emphasis on the following:
*Some interesting companion interactions
*Seemingly dynamic environment
*Quests and story.

However I still have many areas to finish before that.
Canyon of faith is the most recent area I have in mind, it will not be added until much... much later. Addon probably.
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Lisa Robb
 
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Post » Tue Mar 09, 2010 2:10 pm

New screens from a test cell, some new models & some textures(This cell will not be reachable in-game but will probably be left in there):
http://i44.tinypic.com/25pn43t.jpg
http://i43.tinypic.com/f4gopw.jpg
http://i41.tinypic.com/x2te1z.jpg
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Damien Mulvenna
 
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Post » Tue Mar 09, 2010 11:58 am

New screens from a test cell, some new models & some textures(This cell will not be reachable in-game but will probably be left in there):
http://i44.tinypic.com/25pn43t.jpg
http://i43.tinypic.com/f4gopw.jpg
http://i41.tinypic.com/x2te1z.jpg

Coooool... Wouldn't want to fall on those mountains.
:goodjob:
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jessica robson
 
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Post » Tue Mar 09, 2010 3:58 pm

Coooool... Wouldn't want to fall on those mountains.
:goodjob:

It sure would hurt. Wouldn't it =)

In my hunt for more realistic mountains I made this:
http://i43.tinypic.com/rsrd3q.jpg
http://i44.tinypic.com/3589df8.jpg

I'm getting closer, next up I will use a very basic base model and then add detail to it. The idea is to find a way to make realistic looking mountains/overhangs etc.

In other good news, the developers over at Niftools forum told me they would get the feature I requested done for next release. This means I can finally get my breaking glass in-game.

PARTY =)
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Sophie Louise Edge
 
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Post » Tue Mar 09, 2010 5:20 pm

It sure would hurt. Wouldn't it =)

In my hunt for more realistic mountains I made this:
http://i43.tinypic.com/rsrd3q.jpg
http://i44.tinypic.com/3589df8.jpg

I'm getting closer, next up I will use a very basic base model and then add detail to it. The idea is to find a way to make realistic looking mountains/overhangs etc.

In other good news, the developers over at Niftools forum told me they would get the feature I requested done for next release. This means I can finally get my breaking glass in-game.

PARTY =)

:woot: :celebrate:
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Emily Rose
 
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Post » Tue Mar 09, 2010 3:32 pm

A new feature!? I thought the max exporter was perfect as it is! :D

Those mountains look great. They look very jagged, like a slate mountain but a lot pointier.
As for making new ones, try using a blocky cone model (bout 5 sides), convert it to a poly, tesselate and bevel it for detail, then use the HSDS modifier to smooth round the real sharp edges while keeping the points. I made some mountains before and that method created some pretty aweome looking ones. Also try using the symmetry modifier, then offsetting the mirror slightly to get some cool double pointed mountains ^_^

Most mountains with overhangs are very wide, the point is spread out, and they usually slope to one side, I'd say the two mountains at the back of your mountainchain screenshot look the most natural.
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ashleigh bryden
 
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Post » Tue Mar 09, 2010 6:24 pm

A new feature!? I thought the max exporter was perfect as it is! :D

Those mountains look great. They look very jagged, like a slate mountain but a lot pointier.
As for making new ones, try using a blocky cone model (bout 5 sides), convert it to a poly, tesselate and bevel it for detail, then use the HSDS modifier to smooth round the real sharp edges while keeping the points. I made some mountains before and that method created some pretty aweome looking ones. Also try using the symmetry modifier, then offsetting the mirror slightly to get some cool double pointed mountains ^_^

Most mountains with overhangs are very wide, the point is spread out, and they usually slope to one side, I'd say the two mountains at the back of your mountainchain screenshot look the most natural.

Actually it's still missing one, other thing then what I requested... which is exporting particles.

Sounds like a good approach. I do not believe I have used the HSDS modifier, will check it out asap =) Haha, I've used the symmetry modifier a lot before, it's really powerful if you know how to use it =)

Thanks.

I'm going to try to use booleans to cut some specific detail/roads etc into the mesh. Then manually clean it up. I have a good boolean modifier that is cleaner already then the default one.
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Andy durkan
 
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Post » Tue Mar 09, 2010 8:45 am

I'm going to try to use booleans to cut some specific detail/roads etc into the mesh. Then manually clean it up. I have a good boolean modifier that is cleaner already then the default one.


Linky please? :P

Yes, we need particles, though I hear the particle system in the .Nif format is horribly compliacted, I believe OpenMW were having some trouble with it, though if they manage to figure it out, then maybe that could lead to a .nif paticle exporter. :)
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Joey Avelar
 
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Post » Tue Mar 09, 2010 11:02 am

Linky please? :P

Yes, we need particles, though I hear the particle system in the .Nif format is horribly compliacted, I believe OpenMW were having some trouble with it, though if they manage to figure it out, then maybe that could lead to a .nif paticle exporter. :)

Apparently... they have already included it in V9. It's called power boolean o_O Haha, didn't know that.
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George PUluse
 
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Post » Tue Mar 09, 2010 8:04 am

http://i44.tinypic.com/2elfs01.jpg
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Amysaurusrex
 
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Post » Tue Mar 09, 2010 7:40 am

http://i44.tinypic.com/2elfs01.jpg

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