[WIPz] Horse Wagons

Post » Sat May 28, 2011 2:36 pm

The only place there seems to be life in Cyrodiil is within the Cities. There's the occasional Highwayman and the odd Legion Horseman, but that pretty much it.

Here's the idea.


I was planning to model a few horse wagons for multiple purposes. Here are some ideas -

Travelling Merchants - Buy & sell goods on the roads, or rob the carriage.
Nobles - Nobles travel the roads enjoying the fresh country air. Take advantage of this and score some nice loot (Precious Stones, Jewellery, Fine Clothes etc.)
Travel Services - People taking a ride from place to place.
Guards - How much can a single Legion guard really take on? Well, how about a group.
Bandits & Other Enemies - Disguised as a normal Wagon. Bandits will ambush you when you least expect it.
Faction Caravans - Potential Re-textures for different factions where it would make sense. i.e The DB wouldn't go around in a DB caravan.
Player Owned Caravans? - If possible, maybe drivable player caravans.

So, just a few examples. I'm sure there are a few more. I will start drawing up some concept and models for a few and post here.

Any help would be much appreciated, especially in the scripting area and certain aspects of modelling.

If you have any other ideas, let me know.

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http://www.youtube.com/watch?v=lFHO6MfBQbM
mr_siika

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Screens -

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Concept-
http://img237.imageshack.us/i/carriage1.png/
http://img64.imageshack.us/i/carriage2.png/
http://img3.imageshack.us/i/carriage3.png/
http://img46.imageshack.us/i/carriage4.png/

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Work so Far -
Texture is just an example.
http://img809.imageshack.us/i/cart1.png/
http://img251.imageshack.us/i/cart2r.png/

A bit more progress. Put the model in game to see how it looked. It's not finished, and the texture is just a place holder -

http://img843.imageshack.us/img843/2710/oblivion201008060308503.jpg
http://img535.imageshack.us/img535/3831/oblivion201008060308564.jpg
http://img9.imageshack.us/img9/6760/oblivion201008060309048.jpg

I also found this while I was placing the cart in the CS -
http://img138.imageshack.us/img138/5307/oblivion201008060308416.jpg
I may try to make something out of this

*Update* -
Well, I've been playing around with the model and managed to get the wheels to animate -
http://img190.imageshack.us/img190/173/cartanimation.mp4

Some scripting by Qquix -
http://www.youtube.com/watch?v=BW47-kDtue0


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Progress -

Modelling - 5%
Texturing - 0%
Scripting - 0%
Testing - 1%

Overall - 1%

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Bereket Fekadu
 
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Post » Sat May 28, 2011 8:30 pm

Started work on a model. The Textures are just samples. It's just a basic little scene including the model.

http://i31.tinypic.com/99jmvt.png

It's still WIP. I have been trying to keep the polys as low as possible.
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Anthony Diaz
 
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Post » Sun May 29, 2011 1:36 am

I found a mod that's similar to this one a while back, but I didn't like the looks of it.
Your wagon looks much more attractive so far, and hopefully you can make your wheels go 'round. :D

http://www.tesnexus.com/downloads/file.php?id=20461
This one kinda looks like a wagon that farmers haul hay around in.
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Portions
 
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Post » Sun May 29, 2011 1:11 am

This is just one of many different designs. As you may expect, a nobles carriage would be much more elegant than the wagon of a merchant or travel carriage.
I'm just wondering how it would be possible to make the carriage move in sync with a horse. Not sure if the mod you linked to does that, but it looks like it. I guess I'll have to download and see.
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Jinx Sykes
 
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Post » Sat May 28, 2011 10:55 pm

Wagons are cool, could do lots of cool stuff with them. I would love a gypsy style wagon, would be cool to be able to ride around with your own portable home. Would obviously need a separate interior but can just use existing stuff to actually furnish it.
The wagon you have looks sweet already, could probably use that as a base for wagons with interiors too.
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Ludivine Poussineau
 
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Post » Sat May 28, 2011 2:07 pm

Well, a few more shots of it here. It looks as if it has no soul at the minute, probably due to all the wood and lack of windows. I'll probably shut off the interior in my final model and instead have it in a cell of it's own.

http://img237.imageshack.us/i/carriage1.png/
http://img64.imageshack.us/i/carriage2.png/
http://img3.imageshack.us/i/carriage3.png/
http://img46.imageshack.us/i/carriage4.png/
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Kayla Bee
 
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Post » Sat May 28, 2011 6:51 pm

This looks promising. If you could find away to attach it to the horse and place containers in it as part of the wagon, you would have one of the best RP mods out there. There is an upcoming mod called craftybits that allows one to make things using materials found in nature and this would be the perfect addition. That said, may I recommend making the wagon a little thinner? It looks a bit wide, I'm thinking the interior width should be about 3 chairs wide, but thats just my thought on it.

These are the variants I am thinking of:
Fancy Carriage: You sit inside and are driven by an NPC (most expensive), fancy rack for luggage
Buggy: Open Top fancy carriage and you drive, but have room for a companion and some gear
Farm Wagon: Something with no top and just random things in the back, like hay
Pioneer-esque Wagon: hauling lots of stuff, with a canvas top and a bed roll maybe
Trader Wagon: Like the above without the canvas top and transporting tents etc
Camping Wagons: ranging from low class (think gypsy) to noble (think rich man on a trip) to utilitarian (army mobile hq)

If this comes to fruition, this would be one of the best mods ever. I sincerely hope this works out.

Drekes
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hannaH
 
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Post » Sat May 28, 2011 1:05 pm

What I've put together so far is mainly concept, and the final models are likely to look a lot different.


These are the variants I am thinking of:
Fancy Carriage: You sit inside and are driven by an NPC (most expensive), fancy rack for luggage
Buggy: Open Top fancy carriage and you drive, but have room for a companion and some gear
Farm Wagon: Something with no top and just random things in the back, like hay
Pioneer-esque Wagon: hauling lots of stuff, with a canvas top and a bed roll maybe
Trader Wagon: Like the above without the canvas top and transporting tents etc
Camping Wagons: ranging from low class (think gypsy) to noble (think rich man on a trip) to utilitarian (army mobile hq)


Some good ideas there. I was thinking about different varieties of player owned wagons earlier but got lost in the idea of different NPC Wagons.
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Philip Lyon
 
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Post » Sat May 28, 2011 10:36 pm

The project I mentioned, craftybits is located here: http://thewormhole.nfshost.com/forum/index.php/board,162.0.html

I think there were ideas floating around there too. I know there are portable tents and such there, and I'm sure that you could talk to them and see about having a wagon that hauls large tents and then could be set up into a large mobile camp or something. There are very talented scripters that might be able to lend a hand.
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Eire Charlotta
 
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Post » Sun May 29, 2011 2:34 am

OK, I'm about to start work on new model. It will be somewhat like the one I have now, but without an interior (this will be in another cell).
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gemma
 
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Post » Sat May 28, 2011 11:00 am

Great idea! I know the wagon thing has been tried before, but with limited success. I think there was no wheel animation(?)

The only downside to doing the interior as a separate cell, would be the inability to see the landscape going by as the wagon is travelling. To me, that would be part of the allure of the mod. The upside, is that separate interior version may work better for, say taking a companion along with you. I guess having both versions would give people a choice over which one to use.

Any plans to make a more rustic, ancient times; roman-style cart? I'm sure we could use something like this for http://www.gamesas.com/index.php?/topic/1105973-relz-wipz-mesogea-fantasy-ancient-earth-total-conversion/ :)
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Daniel Holgate
 
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Post » Sat May 28, 2011 9:48 pm

I plan on making many varities for both the purpose of the player and for ingame immersion, i.e Travelling Merchants.

I'm not sure if you could make the wagon move along in real time while you where in another cell, but I'd add a seat or two on the outside for this purpose.
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Annika Marziniak
 
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Post » Sat May 28, 2011 11:27 pm

I plan on making many varities for both the purpose of the player and for ingame immersion, i.e Travelling Merchants.

I'm not sure if you could make the wagon move along in real time while you where in another cell, but I'd add a seat or two on the outside for this purpose.


http://www.gamesas.com/index.php?/topic/1072969-relz-sides-sailing-ships/page__hl__sides%20sailing%20ships does it. I'm not exactly sure how, and it does use OBSE, but it works pretty well, and seems to be a pretty solid work around.
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Robert DeLarosa
 
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Post » Sat May 28, 2011 11:22 am

May look into it and see how that's done within the mod. I have no scripting experience though, so I'll need help getting them to move and stuff. I can provide models, maybe animations, but scripting is out of the question.

I was thinking about implementing a few quests related to the wagons to, such as having to gather materials to put together the players first own wagon, but needing to do a favour for each thing. Something like that.
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Kate Murrell
 
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Post » Sat May 28, 2011 5:34 pm

I started a new model last night based on this carriage -

http://scalemodelhorsedrawnvehicle.co.uk/(Enlarge8)_files/Governess.gif

I didn't save it though, stupidly, and my computer decided to restart itself over night because of updates.I'll have to restart tonight.
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Beth Belcher
 
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Post » Sat May 28, 2011 11:59 pm

Very nice idea, thats similar to the buggy I was thinking about. And yeah, what shadowbeast said: side's ships manages movement pretty well. I'm just trying to imagine how'd you get turning to work.
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Alexandra walker
 
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Post » Sat May 28, 2011 11:21 pm

I was thinking that. I don't think it's a major issue though as most people ride in first person I presume. Just having it work like a horse would be fine, where pressing any of the side keys turns the wagon, and pressing forwards/backwards accelerates and decelerates/reverses.
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Kelsey Anna Farley
 
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Post » Sun May 29, 2011 1:19 am

Guards - How much can a single Legion guard really take on? Well, how about a group.

http://www.gamesas.com/index.php?/topic/1022121-wipzrelz-voila-voices-of-imperial-legion-amalgamated/. Though, not exactly using wagons (some groups are cavalry). I am looking forward to fully functional wagons in the game, however, and Bethesda apparently had the intention to implement it as there are some carts or wagon-types ambient sound for town which still exist.

I also think http://www.youtube.com/watch?v=lFHO6MfBQbM worth checking if you haven't.
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Trish
 
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Post » Sat May 28, 2011 2:04 pm

That video is my godsend. I'll try contacting mrsiika to see how he did it.
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Josh Sabatini
 
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Post » Sat May 28, 2011 10:13 pm

A bit more work. Texture is just an example.

http://img809.imageshack.us/i/cart1.png/

http://img251.imageshack.us/i/cart2r.png/
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joannARRGH
 
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Post » Sun May 29, 2011 3:00 am

A bit more work. Texture is just an example.

http://img809.imageshack.us/i/cart1.png/

http://img251.imageshack.us/i/cart2r.png/


Looking good. May I suggest that you move the wheel to the middle? Also, are you going to have carts that are driven while sitting on them? Good luck and I am glad to see there is a proof of concept at least. Keep it up!
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Emilie Joseph
 
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Post » Sat May 28, 2011 4:50 pm

I was thinking that the cart strapped to the horse would keep it up, but moving it to the middle would work. For this particular cart, you will sit in the horse to ride, but some others may have the player riding on he wagon.
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Jessica Colville
 
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Post » Sat May 28, 2011 5:42 pm

A bit more progress. Put the model in game to see how it looked. It's not finished, and the texture is just a place holder -

http://img843.imageshack.us/img843/2710/oblivion201008060308503.jpg
http://img535.imageshack.us/img535/3831/oblivion201008060308564.jpg
http://img9.imageshack.us/img9/6760/oblivion201008060309048.jpg

-

I also found this while I was placing the cart in the CS -

http://img138.imageshack.us/img138/5307/oblivion201008060308416.jpg

I may try to make something out of this.
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Shae Munro
 
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Post » Sun May 29, 2011 3:27 am

Some months back there was a discussion in a CraftyBits forum about this same issue.
At the time, I did some tests for a solution, but had to drop them in order to resume my main project.

As I see it, just making a cart, like the ones in your pictures, follow the horse is not a big scripting deal. I've done something along these lines on my (unfinished) Sail Away mod.
What I am not sure is how fast a horse may turn, in game. If the horse turns too fast, the cart movement may look unnatural. And if the cart has the sticks/poles (?) that go on each side of the horse, there might cause some severe clipping even in a slow turn.

Anyway, I am willing to resume the conceptual work and create the scripts for your carts, including moving cargo and the interior model (in which, btw, one problem is the moving external door).
Unless, of course, the whole thing proves impossible at some point along the way.

But, I must be fair and mention that I have two limitations and one condition: (1) I don't have much time for modding nowadays and cannot commit with a target date (may take a month or two), (2) I always use OBSE and (3) I will release the scripts as a modder's resource, so other cart modelers may use them in the future (although I may hold it for a few months to give you a head start, if you think this is that important)

Let me know if you are interested.
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Eddie Howe
 
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Post » Sat May 28, 2011 2:05 pm

Some months back there was a discussion in a CraftyBits forum about this same issue.
At the time, I did some tests for a solution, but had to drop them in order to resume my main project.

As I see it, just making a cart, like the ones in your pictures, follow the horse is not a big scripting deal. I've done something along these lines on my (unfinished) Sail Away mod.
What I am not sure is how fast a horse may turn, in game. If the horse turns too fast, the cart movement may look unnatural. And if the cart has the sticks/poles (?) that go on each side of the horse, there might cause some severe clipping even in a slow turn.

Anyway, I am willing to resume the conceptual work and create the scripts for your carts, including moving cargo and the interior model (in which, btw, one problem is the moving external door).
Unless, of course, the whole thing proves impossible at some point along the way.

But, I must be fair and mention that I have two limitations and one condition: (1) I don't have much time for modding nowadays and cannot commit with a target date (may take a month or two), (2) I always use OBSE and (3) I will release the scripts as a modder's resource, so other cart modelers may use them in the future (although I may hold it for a few months to give you a head start, if you think this is that important)

Let me know if you are interested.


I have messaged you about your offer to help. Thankyou.
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Betsy Humpledink
 
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