[ WIPz/IDEA ] Hoverboard!

Post » Mon Dec 07, 2009 10:35 am

HEY! THIS IS AN OLD THREAD, YOU SHOULD NOT BE HERE! GO HERE INSTEAD:

http://www.gamesas.com/index.php?/topic/1134434-wipz-hoverboard/

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lisa nuttall
 
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Post » Mon Dec 07, 2009 3:43 am

Oh, that's pure awesome. I'll start saving my energy weapon ammo instead of selling it, so I can use it when this is released. :D
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Dawn Farrell
 
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Post » Mon Dec 07, 2009 9:26 am

Initial testing seems good. I'm using an invisible critter to do the hit testing against the ground, and the player is able to hover around while tracking the terrain pretty good. I'm now working on implementing the velocity vector based on the player's direction.
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Hussnein Amin
 
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Post » Mon Dec 07, 2009 4:18 am

Any kind of vehicle support for FONV would be amazing. A motorcycle would be sweet, but a hoverboard would definitely be cool as well.

Not much more to say than that :)

Good luck with it, I'll be watching and hoping that it's gonna be awesome :)
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Andrew Lang
 
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Post » Mon Dec 07, 2009 6:33 am

I agree a vehicle would be great, how about a ranch/farm that allowed you to purchase one of them big cow things, that you could ride , just make sure it moves at say twice the speed that a normal in game person does?

That way, you would have to find the farm, maybe complete some basic quests, get food? protect farm from animal attacks, and then your reward would be to spend a LOT of caps on the purchase of it? - of course you would have to keep feeding your cow to make it move......, fix on some saddlebags and u have transport and storage?
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Darian Ennels
 
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Post » Mon Dec 07, 2009 9:26 am

I really have been waiting on a vehicle, as I find the wasteland sometimes too slow to explore. I really like the idea of the Hoverboard, provided it has the Fallout 'SCIENCE!' feel. As a further idea, how about a cowboy style robot Horse, like a larger and more serious Giddyup Buttercup?
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Vickytoria Vasquez
 
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Post » Sun Dec 06, 2009 9:49 pm

I think NV is perfect for a vehicle mod, what with the roads and all. The hovercraft was cool and all in Fallout 3, but I'd like to see a car in this one.
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Silencio
 
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Post » Sun Dec 06, 2009 10:18 pm

I've hit a snag. I can easily get the player to hover above the ground and zoom around, but collision detection is pretty much broken. While you won't be able to zoom through houses, you can easily end up inside rocks and trees, which kind of svcks. I could REALLY use an IsInAir function like we have in Oblivion, as well as IsKeyPressed. Until NVSE comes out and supports this, there is little I can do.

So, instead of building an elaborate system to completely replace the default movement scheme, I'm planning on simply enhancing it. With that, I propose to you the ROCKET SUIT! It's like a regular suit of Power Armor, only bigger and with two Missile Launchers strapped at the back. It weighs a ton, has less damage resistance than regular Power Armor and no attribute bonuses. You cannot equip it while in combat, and while you are wearing it you cannot attack, swim or activate objects like doors and containers.

With the rocket suit, running in a direction for a while builds up superhuman speed, equal to a charging Deathclaw. Steering becomes more difficult at higher speeds. Running into anyone while at top speed will simply bounce them out of the way, doing some damage as well. Pressing Space will activate the atomic boosters and LAUNCH you up and forwards like a cannonball, leaving a trail of fire and smoke. This jump requires a lot of Flamer Fuel, with Science skill you can optimize its fuel usage. Wearing the suit also steadily drains your MFC supply, but with Science you can rechamber it to use ECP or even SEC. With some Repair skill you can increase the suit's armor, decrease its build-up time to reach maximum speed and increase the jump length.
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CHARLODDE
 
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Post » Mon Dec 07, 2009 12:24 pm

... interesting...


*waits and see's*
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Jason King
 
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Post » Mon Dec 07, 2009 12:02 am

I've hit a snag -snips away post- increase the jump length.


Sounds... Interesting. I think we'll need a video some time to really get the idea. I hope you overcome the snag on development so we'll be able to see the hoverboard some time!

On the note of other vehicles, apparently there is a http://fallout.wikia.com/wiki/Wrecked_Highwayman, So maybe a possible quest could be one that lets you go to the http://fallout.wikia.com/wiki/Gibson_Scrapyard and tell http://fallout.wikia.com/wiki/Old_Lady_Gibson that there's a highwayman, and help her get the scrap to fix it up? Would be an excellent call back to Fallout 2, and it would make getting a vehicle actually something that requires effort.

Methinks we should make a Vehicles thread and stop hijacking this one for general vehicle talk.
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Jose ordaz
 
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Post » Sun Dec 06, 2009 8:07 pm

That Highwayman looks a bit beyond repair, and anyway I'd need a model.

Some good news on the hoverboard. Disabling player movement also means disabling the Havok collision detection, so I'll have to hack up a phony bogus collision detection instead, but I've recently devised a theory that just might work! I'll report back once I've tested it further. If I do get it to work I've got a buddy who can make a board model and animations for hovering. The rest should be a walk in the park!
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Alexandra Ryan
 
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Post » Mon Dec 07, 2009 10:31 am

GREAT SCOTT!

Personally, I'd like to use Motorcycles like horses from Oblivion.
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Project
 
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Post » Mon Dec 07, 2009 11:29 am

GREAT SCOTT!

Personally, I'd like to use Motorcycles like horses from Oblivion.


I'd like to see horses too. :)

They were done for Morrowind long before Oblivion so I hope they can be done for New Vegas. It would be awesome to see horses and NPCs on them.
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Rach B
 
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Post » Mon Dec 07, 2009 8:54 am

Horses cannot be done properly with the current scripting tools, and I'm no good at importing assets into the engine, which will be necessary since their models and animations are long gone. Ask me again in a year.
This stuff is tricky enough as it is, people. Here's the theory behind the hoverboard, which happens every frame:

The player controls are disabled, otherwise you will hear footsteps when moving.
The player's gravity and fall damage is disabled. Essentially the player is now a floating 3D model that cannot be moved by anything but this script.
A creature (radroach) is placed at the player. The roach's model is disabled to get rid of its appearance and sound. It is invisible, invulnerable, silent, has no AI and cannot be targeted in VATS.
The player's horizontal position is set to be equal to the roach's at all times. The script moves the roach, and the player follows.
The player's height is interpolated towards a certain value above the roach's height. This offset is modified by a small value following a sine curve, as in "height = sin x" where x wraps around from 0 to 360, to simulate the hover "bob".
If the player's height is very close to that of the roach it means we've hit the ground, and the player is thrown of the hoverboard if you fail a ST and AG check.
The roach(not the player) has a speed vector of X, Y and Z. The X and Y, horizontal coordinates, are modified every round by the direction the player is looking, combined with the player's up/down angle. The roach is then moved by these values.
This means if you look straight up or down you will slowly stop. If you look straight ahead in a direction you will accelerate to max speed in that direction. Think of how the Runner moves in Borderlands, and imagine if it were hovering instead of driving.
Another creature (radscorpion) is positioned 8 times in a rough circle around the player, with its height slightly above that of the radroach:
           1     8          2         7       X       3     6          4           5X = roach and player

It starts at 1, then continues until it hits 8. The scorpion's size is set to be tiny and its alpha is almost 0, so the player won't notice it.
For each positioning, the radroach is angled towards the scorpion's current location.
If the roach can see the scorpion, nothing happens.
If the roach cannot see the scorpion, it means the scorpion is inside or behind something, like a tree, rock, wall, etc. This is stored in a variable.
At the end of the frame, the roach's speed vector is modified upwards and away from the positions where the roach could not see the scorpion.
If the player's speed is very high and the player is told to move in the opposite direction several times by this procedure, the player will fall.
For example, take the position chart above. The player (actually the roach) zooms forwards (direction 1), and goes close by a rock to the left. This causes the scorpion check to fail at position 8 and 7.
The speed vector is then modified in the opposite directions (3 and 4), resulting in somewhere around direction 2, as well as upwards. This causes the roach (and the player) to move slightly up and to the right and then resume travel forwards.
If the player moves into the rock head-on however, the scorpion is blocked at position 1 and maybe 2 and 8. This means the modifications to the speed vector are large enough to trigger the fall-check, and the player will faceplant into the rock.

Another example, we're zooming out from a cliff into thin air. While the player's gravity is disabled, the roach is still affected by it, and falls down.
Since the player's height is interpolated towards a certain value above that of the roach, the player will start to drop as well.
When the roach hits the ground the player has a speed vector downwards. If the drop was small, this vector will be small enough for the player to resume his height. If the drop was large, the player crashes into the ground and falls off the board.

At least, that's the theory. I haven't built any of this yet, and i'd be amazed if everything went as planned. Let's hope it does!
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dean Cutler
 
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Post » Mon Dec 07, 2009 4:19 am

Horses cannot be done properly with the current scripting tools, and I'm no good at importing assets into the engine, which will be necessary since their models and animations are long gone. Ask me again in a year.
This stuff is tricky enough as it is, people. Here's the theory behind the hoverboard, which happens every frame:

The player controls are disabled, otherwise you will hear footsteps when moving.
The player's gravity and fall damage is disabled. Essentially the player is now a floating 3D model that cannot be moved by anything but this script.
A creature (radroach) is placed at the player. The roach's model is disabled to get rid of its appearance and sound. It is invisible, invulnerable, silent, has no AI and cannot be targeted in VATS.
The player's horizontal position is set to be equal to the roach's at all times. The script moves the roach, and the player follows.
The player's height is interpolated towards a certain value above the roach's height. This offset is modified by a small value following a sine curve, as in "height = sin x" where x wraps around from 0 to 360, to simulate the hover "bob".
If the player's height is very close to that of the roach it means we've hit the ground, and the player is thrown of the hoverboard if you fail a ST and AG check.
The roach(not the player) has a speed vector of X, Y and Z. The X and Y, horizontal coordinates, are modified every round by the direction the player is looking, combined with the player's up/down angle. The roach is then moved by these values.
This means if you look straight up or down you will slowly stop. If you look straight ahead in a direction you will accelerate to max speed in that direction. Think of how the Runner moves in Borderlands, and imagine if it were hovering instead of driving.
Another creature (radscorpion) is positioned 8 times in a rough circle around the player, with its height slightly above that of the radroach:
           1     8          2         7       X       3     6          4           5X = roach and player

It starts at 1, then continues until it hits 8. The scorpion's size is set to be tiny and its alpha is almost 0, so the player won't notice it.
For each positioning, the radroach is angled towards the scorpion's current location.
If the roach can see the scorpion, nothing happens.
If the roach cannot see the scorpion, it means the scorpion is inside or behind something, like a tree, rock, wall, etc. This is stored in a variable.
At the end of the frame, the roach's speed vector is modified upwards and away from the positions where the roach could not see the scorpion.
If the player's speed is very high and the player is told to move in the opposite direction several times by this procedure, the player will fall.
For example, take the position chart above. The player (actually the roach) zooms forwards (direction 1), and goes close by a rock to the left. This causes the scorpion check to fail at position 8 and 7.
The speed vector is then modified in the opposite directions (3 and 4), resulting in somewhere around direction 2, as well as upwards. This causes the roach (and the player) to move slightly up and to the right and then resume travel forwards.
If the player moves into the rock head-on however, the scorpion is blocked at position 1 and maybe 2 and 8. This means the modifications to the speed vector are large enough to trigger the fall-check, and the player will faceplant into the rock.

Another example, we're zooming out from a cliff into thin air. While the player's gravity is disabled, the roach is still affected by it, and falls down.
Since the player's height is interpolated towards a certain value above that of the roach, the player will start to drop as well.
When the roach hits the ground the player has a speed vector downwards. If the drop was small, this vector will be small enough for the player to resume his height. If the drop was large, the player crashes into the ground and falls off the board.

At least, that's the theory. I haven't built any of this yet, and i'd be amazed if everything went as planned. Let's hope it does!



Are there even words to put how cool this sounds. I am gonna keep an eye out for this, it not only looks amazing but you sounds like you even have the idea behind it pretty well thought out. Good luck with this.
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Ebou Suso
 
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Post » Mon Dec 07, 2009 7:39 am

Are there even words to put how cool this sounds. I am gonna keep an eye out for this, it not only looks amazing but you sounds like you even have the idea behind it pretty well thought out. Good luck with this.


Thanks! I wonder if the GetLineOfSight function uses a frustum... if it's just coordinates and raytracing, I can avoid relying on that stupid roach for collision detection and place the position ring a bit below the player, then when the scorpion is positioned an invisible actor is positioned well above it and checks for line of sight. This would solve the problem with driving over a very low bridge, the roach would end up under it and wouldn't follow the bridge. The rollercoaster in Primm is a perfect example. This would also work if the player accidentally fell through the terrain. I can even avoid straining the CPU with sin and cos since the positions don't need to rotate around the player. Position 1, 3, 5 and 7 are dead easy, and if their distance from the player is, say 50, the X and Y offset for position 2, 4, 6 and 8 will both be 50/2*(square root of 2), which is 25 * 1.41421, which is 35.355.
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Mari martnez Martinez
 
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Post » Mon Dec 07, 2009 3:48 am

I'd like to see horses too. :)

They were done for Morrowind long before Oblivion so I hope they can be done for New Vegas. It would be awesome to see horses and NPCs on them.


lolwut

Morrowind didn't have horses.

Unless you mean from a mod...

As for mounts being impossible with current scripting tools; Hogwash. NV has changed very little in terms of mechanics and features from FO3 and making motorcycle "mounts" was easily scripted into FO3.
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Unstoppable Judge
 
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Post » Mon Dec 07, 2009 2:39 am

lolwut

Morrowind didn't have horses.

Unless you mean from a mod...

As for mounts being impossible with current scripting tools; Hogwash. NV has changed very little in terms of mechanics and features from FO3 and making motorcycle "mounts" was easily scripted into FO3.


Yup I mean by mods. There were horse mods for MW. :)
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Vicki Blondie
 
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Post » Mon Dec 07, 2009 5:46 am


With the rocket suit, running in a direction for a while builds up superhuman speed, equal to a charging Deathclaw. Steering becomes more difficult at higher speeds. Running into anyone while at top speed will simply bounce them out of the way, doing some damage as well. Pressing Space will activate the atomic boosters and LAUNCH you up and forwards like a cannonball, leaving a trail of fire and smoke. This jump requires a lot of Flamer Fuel, with Science skill you can optimize its fuel usage. Wearing the suit also steadily drains your MFC supply, but with Science you can rechamber it to use ECP or even SEC. With some Repair skill you can increase the suit's armor, decrease its build-up time to reach maximum speed and increase the jump length.


Cool beans, I hope somone applies your scripting to a model of http://static.flickr.com/55/116411188_ffb606fcbd_o.jpg :D

Awesome work man.
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Josh Sabatini
 
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Post » Mon Dec 07, 2009 6:23 am



http://www.youtube.com/watch?v=z2lS86wCRU4, Never did get it to the point I was happy with so it never got released.

lolwut

Morrowind didn't have horses.

Unless you mean from a mod...

As for mounts being impossible with current scripting tools; Hogwash. NV has changed very little in terms of mechanics and features from FO3 and making motorcycle "mounts" was easily scripted into FO3.


Mounts do NOT exist period, actors do not even mount furniture !!! its just an engine feature that is set up to play the entry idle and exit anims if you move the furniture the actor does not move with it hence they are NOT attached and therefore not mounted.

Faking it is easy enough though it looks like S**T overall even with high frame rates you can still visually see all of the objects getting their positions updated -> this is glaringly obvious with static objects -> adding some subtle animation to the objects really helps to hide the updates.
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Danny Warner
 
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Post » Mon Dec 07, 2009 6:03 am

lolwut

Morrowind didn't have horses.

Unless you mean from a mod...

As for mounts being impossible with current scripting tools; Hogwash. NV has changed very little in terms of mechanics and features from FO3 and making motorcycle "mounts" was easily scripted into FO3.


With the Script Extender, sure it's easy! We don't have that in New Vegas! Don't try to teach me about GameBryo scripting mate, I know pretty much all about it. But yes, if I get the hoverboard to work it shouldn't be too hard to make a motorcycle, it'd basically be a hoverboard with much slower turn speed and a motorcycle graphic that changes angle based on the terrain. I'd have to get someone else to make the mounting animation, until that's done you'd be stuck in first person.

SaidenStorm that is a kickass animation and model you've got there. Too bad about them footstep sounds. You could throw a Player.modav speedmult 100 once the player mounts to get some speed out of it, and a negative one when you dismount. Though this wouldn't update the speed until you do something that forces the game to recalculate your speed, like Sneak or wield/unwield a weapon.
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City Swagga
 
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Post » Sun Dec 06, 2009 10:00 pm

With the Script Extender, sure it's easy! We don't have that in New Vegas! Don't try to teach me about GameBryo scripting mate, I know pretty much all about it. But yes, if I get the hoverboard to work it shouldn't be too hard to make a motorcycle, it'd basically be a hoverboard with much slower turn speed and a motorcycle graphic that changes angle based on the terrain. I'd have to get someone else to make the mounting animation, until that's done you'd be stuck in first person.

SaidenStorm that is a kickass animation and model you've got there. Too bad about them footstep sounds. You could throw a Player.modav speedmult 100 once the player mounts to get some speed out of it, and a negative one when you dismount. Though this wouldn't update the speed until you do something that forces the game to recalculate your speed, like Sneak or wield/unwield a weapon.


There is no need to alter a state just do a "DamageAV LeftMobilityCondition 1" and speed will get updated.
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Iain Lamb
 
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Post » Mon Dec 07, 2009 12:28 am

There is no need to alter a state just do a "DamageAV LeftMobilityCondition 1" and speed will get updated.


Ingenious and simple! I was looking for something like this myself, I can finish the Rocket Suit now. Saved me a lot of time right there :)
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Marina Leigh
 
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Post » Mon Dec 07, 2009 6:40 am

Nekhanimal, if you can pull this off you will officially be the man in my book. I appreciate the work your putting into this and regardless you can anticipate a download and a big thumbs up regardless from my end.

(You have no idea how much I idolize Back to the Future and Fallout... both together is mind blowing for me.)
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Chris Duncan
 
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Post » Mon Dec 07, 2009 1:31 am

Initial testing is going better than I had hoped for, it seems I may very well be able to get this finished! I may be moving this into a WIP thread soon with a progress indicator on the front page.

I'm going to buy some models for it. The regular hoverboard will be this one:
http://www.turbosquid.com/3d-models/hoverboard-sci-fi-3d-obj/445806

With the Wild Wasteland trait and bad Karma you'll get this one:
http://www.turbosquid.com/3d-models/pit-bull-griff-3ds/417090

With the Wild Wasteland trait and good Karma you'll get this one:
http://www.turbosquid.com/3d-models/hoverboard-skp-3d-model/362715

Now, the problem is getting them into New Vegas. I have absolutely no idea how to do that. If anyone could point me to a tutorial or share their own experience with this, I'd be so happy you wouldn't believe it. I do have a (legal!) copy of 3DSMax 2009 if that helps.

Oh btw Bethesda I hope you are okay with this? The license and legal stuff to those boards looks like free game to me, and I wouldn't dream of charging money for this. Don't want to end up as another Unholy Darkness.
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Yung Prince
 
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