[ WIPz ] Hoverboard!

Post » Sun Aug 29, 2010 2:42 pm

We so need a vehicle. I'd like to speed up travel in a stylish way, with a hoverboard. Me and KillerBees have been working together, and the results are starting to look damn good:

http://www.youtube.com/watch?v=jA029JmSgO4

The board is a weapon item, so you can hotkey it. When you wield the "weapon", the board appears. Holstering your "weapon" will put the board away again. Steering is done by looking in the direction you want to go, there is no WASD used at all.

http://www.youtube.com/watch?v=h4DP1rMkHDM

As you can see there is some hit detection going on to keep you from ramming into walls, but it is still advised to use the board on flat surfaces whenever possible.

The board will be found in a similar way to the car in Fallout 2. Acquiring it may take some time depending on your stats and method of approach, but it is well worth it. The board is intended to be your companion throughout the game, so while it is definitely useful at the start, you can upgrade it further. With high levels of Science you can make it more cost-efficient (it uses a lot of energy ammo) and make it hold more stuff (your carry weight needs to be under a certain level to use it), with high Repair you can make it faster and more responsive, and with (Guns/Energy Weapons/Explosives) + Repair you can quite simply mount a gun on it that fires at hostile targets automatically.

The board movement routine is pretty much finished now. What's left to do now is adding the quest that will give it to you, the upgrade system and getting your stats to affect the board's behavior. The model itself could also do with a tuneup, and any modifications you make to the board will be visible on the model (jet engines at the back, etc). Stay tuned!
User avatar
Alan Cutler
 
Posts: 3163
Joined: Sun Jul 01, 2007 9:59 am

Post » Sun Aug 29, 2010 7:28 pm

OMG LaserTeddyRoach? - that's SO awesome.

LOL keep up the awesome work!
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Sun Aug 29, 2010 1:21 pm

That's pretty cool!
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Sun Aug 29, 2010 2:38 pm

I had a skateboard as a kid with a huge roach decal on it, so if you could bring out a version with that radroach texture on it (call it Andy's board :D ) I'd be in nostalgia heaven :celebration:
User avatar
Vicki Blondie
 
Posts: 3408
Joined: Fri Jun 16, 2006 5:33 am

Post » Sun Aug 29, 2010 4:33 pm

Nice work
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Sun Aug 29, 2010 8:37 pm

:ahhh: :ahhh: Epic..... :ahhh: :ahhh:
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Sun Aug 29, 2010 8:04 pm

Check out the new videos!!!
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Sun Aug 29, 2010 4:34 pm

Nekh, Love the work. I've got a request for you, though, once you've got these squared away.

I'm sure someone's bound to have posted it, and all... but hey, we're in the desert. Why not horses?
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Sun Aug 29, 2010 7:56 pm

Sure, just give me a fully textured, fully rigged, fully animated horse model that isn't made by Bethesda, isn't bought from someone and isn't copyrighted, i.e. make one yourself. I can't do it. Can you?

The game engine hasn't had proper support for mounts since Oblivion, so it probably wouldn't look good no matter what. Also, without the NVSE (which isn't out yet) it'd have to behave like the hoverboard currently does, i.e. the way you look is the way you go. Without a script extender I can't implement WASD without making you hear player footsteps in the background when moving, though I might be able to stop the player's running animation by forcing him to do the sitting one instead. Even with the script extender and reusing the hoverboard code it would be a tremendous challenge.

And besides, how would horses have survived the apocalypse? Having played through all of the fallout games countless times (except Fallout 3), I haven't seen one horse. Fallout vehicles have always been about technology and mechanical doo-dahs, I see no reason why people should start riding animals instead. Brahmin are too slow, and the bighorners just refuse to carry stuff according to the old guy outside the Goodsprings saloon. The other animals in the world are too wild.

Sorry to burst your bathtub bubbles here, but I won't be doing horses and I doubt anyone else will. If they manage to pull it off, hail to them, cause it will be tricky.
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Sun Aug 29, 2010 3:02 pm

Sure, just give me a fully textured, fully rigged, fully animated horse model that isn't made by Bethesda, isn't bought from someone and isn't copyrighted, i.e. make one yourself. I can't do it. Can you?

The game engine hasn't had proper support for mounts since Oblivion, so it probably wouldn't look good no matter what. Also, without the NVSE (which isn't out yet) it'd have to behave like the hoverboard currently does, i.e. the way you look is the way you go. Without a script extender I can't implement WASD without making you hear player footsteps in the background when moving, though I might be able to stop the player's running animation by forcing him to do the sitting one instead. Even with the script extender and reusing the hoverboard code it would be a tremendous challenge.

And besides, how would horses have survived the apocalypse? Having played through all of the fallout games countless times (except Fallout 3), I haven't seen one horse. Fallout vehicles have always been about technology and mechanical doo-dahs, I see no reason why people should start riding animals instead. Brahmin are too slow, and the bighorners just refuse to carry stuff according to the old guy outside the Goodsprings saloon. The other animals in the world are too wild.

Sorry to burst your bathtub bubbles here, but I won't be doing horses and I doubt anyone else will. If they manage to pull it off, hail to them, cause it will be tricky.



Ive seen mechanical horses on ads in FO3
http://images2.wikia.nocookie.net/__cb20090524072954/fallout/images/2/2a/Giddyup_Buttercup.jpg

IMO the motorcycles should be rideable, there was a mod in FO3 that made this possible but still had loads of issues iirc

pretty awesome work on the hooverboard, you cant add some sort of colision detection on sloped surfaces? so the actual board tilts when going up or down a hill
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Mon Aug 30, 2010 4:29 am

Looks great.. I hope that with NVSE, there will be some sort of cushioning or ignoring of certain rocks though, as the small bumps really got to me while watching it. Apart from that, looks like a must download!
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Mon Aug 30, 2010 4:29 am

Rocks below a certain height are already ignored. The bumps you see are most likely from going up a steep hill, the board doesn't really like that. On a relatively flat surface like a road it's a smooth ride.

The ads for those mechanical horses are from before the war, when everything was all sunshine and lollipops. I doubt any of them would be left in working condition, I *know* that there aren't any models for them in-game (which means someone has to make it) and like I said, it will be damn tricky to get them to look good. Besides, I don't concider Fallout 3 canon.

I can tilt the board, but I can't tilt the player's feet, so they would clip through.
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Mon Aug 30, 2010 12:56 am

Rocks below a certain height are already ignored. The bumps you see are most likely from going up a steep hill, the board doesn't really like that. On a relatively flat surface like a road it's a smooth ride.

The ads for those mechanical horses are from before the war, when everything was all sunshine and lollipops. I doubt any of them would be left in working condition, I *know* that there aren't any models for them in-game (which means someone has to make it) and like I said, it will be damn tricky to get them to look good. Besides, I don't concider Fallout 3 canon.

I can tilt the board, but I can't tilt the player's feet, so they would clip through.


Oh ok, the player tilt is the problem, well that svcks
so if motorcycles would be added to the game they will have the same problem?
as the motorcycle would be able to tilt but the playermodel sitting on top of it wouldnt?
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Sun Aug 29, 2010 7:24 pm


And besides, how would horses have survived the apocalypse? Having played through all of the fallout games countless times (except Fallout 3), I haven't seen one horse. Fallout vehicles have always been about technology and mechanical doo-dahs, I see no reason why people should start riding animals instead. Brahmin are too slow, and the bighorners just refuse to carry stuff according to the old guy outside the Goodsprings saloon. The other animals in the world are too wild.



http://fc06.deviantart.net/fs5/f/2005/009/9/5/moose.jpg
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Sun Aug 29, 2010 9:45 pm

Yes, it is impossible to rotate the player (or any actor) in any other direction than horizontally, or around the Z axis if that tells you anything. A motorcycle could be done by the following:
Require that the player equip some "riding gear" before use. This would hide their face and body completely.
Make two motorcycle models, one with a female and one with a male character in riding gear embedded on it.
Make the player invisible and place the motorcycle-with-player-model there instead.
That model can then be rotated.
However, to follow the terrain correctly I would need to place 8 terrain-tracking critters around it and keep them within a certain range of their mean elevation, then calculate a 3d vector based on the formed ellipsoid's orientation, then calculate the arctangent of its components to get the azimuth for each Euler axis, then shoot myself in the head to escape this trigonometric nightmare.

Or we could use parametric animation, which I don't have a clue how to implement, and I doubt the engine even supports it.

What we really need, like really really, is a way to truly change an object's movement vector while still keeping Havok collision. If I had that, I could solve ALL of my problems in like - a day. Currently I'm using my own vector and then SetPos, but that allows objects to pass through anything, even the terrain.


That moose is soooo badass.... Me and a couple of buddies had an assignment in level design class to create a new level for Half-Life 3... We came up with an enemy idea that is a moose with a headcrab! Imagine that thing, only headcrabbed, charging at you like crazy... and the sound...
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Sun Aug 29, 2010 4:55 pm

Yes, it is impossible to rotate the player (or any actor) in any other direction than horizontally, or around the Z axis if that tells you anything. A motorcycle could be done by the following:
Require that the player equip some "riding gear" before use. This would hide their face and body completely.
Make two motorcycle models, one with a female and one with a male character in riding gear embedded on it.
Make the player invisible and place the motorcycle-with-player-model there instead.
That model can then be rotated.
However, to follow the terrain correctly I would need to place 8 terrain-tracking critters around it and keep them within a certain range of their mean elevation, then calculate a 3d vector based on the formed ellipsoid's orientation, then calculate the arctangent of its components to get the azimuth for each Euler axis, then shoot myself in the head to escape this trigonometric nightmare.

Or we could use parametric animation, which I don't have a clue how to implement, and I doubt the engine even supports it.

What we really need, like really really, is a way to truly change an object's movement vector while still keeping Havok collision. If I had that, I could solve ALL of my problems in like - a day. Currently I'm using my own vector and then SetPos, but that allows objects to pass through anything, even the terrain.


That moose is soooo badass.... Me and a couple of buddies had an assignment in level design class to create a new level for Half-Life 3... We came up with an enemy idea that is a moose with a headcrab! Imagine that thing, only headcrabbed, charging at you like crazy... and the sound...


Sound like were screwed unless the devs grant us somekind of mount like in Oblivion which I highly doubt
User avatar
Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Sun Aug 29, 2010 2:47 pm

So the only thing that will cheer you guys up is a motorcycle or a mechanical horse? Dang, I thought everyone wanted hoverboards... :( Don't you kids watch the http://www.youtube.com/watch?v=UsMr0Rqk6tU anymore?
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Sun Aug 29, 2010 4:53 pm

So the only thing that will cheer you guys up is a motorcycle or a mechanical horse? Dang, I thought everyone wanted hoverboards... :( Don't you kids watch the http://www.youtube.com/watch?v=UsMr0Rqk6tU anymore?


Whats wrong Nekhanimal? Chicken?? :P

Im ok with the hooverboard, major problem I have with it is that the wasteland is littered with vehicles and none of em work
even infront of the saloon in Goodsprings the motorcycles appear to be parked for crying out loud,
would really be great to actually ride one and get some sort of Mad Max feeling while riding around
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Sun Aug 29, 2010 4:30 pm

I get your point. I wish there were vehicles too, but concidering how much trouble I'm having getting this board to work, I'm not going to go there. Something I will add is a rocket suit, which is basically Power Armor that lets you accelerate while running to great speeds, and allow you to do massive rocket-powered jumps.

I've normal mapped and retextured the board to make it fit more with the Bethesda art. Unfortunately specular lighting does not seem to work as it should for it. Right now it's time to play New Vegas, I still haven't got any further than Primm. I've got a pretty good idea of where to put the board and how you should get it, but I need some more info on the game itself - time to do some research! :D
User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Sun Aug 29, 2010 3:09 pm

I get your point. I wish there were vehicles too, but concidering how much trouble I'm having getting this board to work, I'm not going to go there. Something I will add is a rocket suit, which is basically Power Armor that lets you accelerate while running to great speeds, and allow you to do massive rocket-powered jumps.

I've normal mapped and retextured the board to make it fit more with the Bethesda art. Unfortunately specular lighting does not seem to work as it should for it. Right now it's time to play New Vegas, I still haven't got any further than Primm. I've got a pretty good idea of where to put the board and how you should get it, but I need some more info on the game itself - time to do some research! :D


Have fun actually playing the game!
that rocket suit sounds like Morrowind, after letting ur character run and jump for a few days :P
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Sun Aug 29, 2010 10:46 pm

Just thought I'd post an update, to let you know that this is still in development:

The hoverboard is done. I'm using a much different texture than the one in the video, it now looks more like Bethesda could have made it.

The movement system and collision detection is done. It's as good as it's going to get without sacrificing the smooth experience of riding the board.

The quest you do in order to get it and the character who gives it to you are almost done. I've got some more dialogue to write, plus the script that keeps track of the quest itself.

The upgrades have not been added. The first version will have no upgrades available, I will add them in later versions.

I also need to work on the particle shader. I'm using a different, more sci-fi looking thing than the one in the video (similar to the Chrono Side Effect in the DOS version of C&C:Red Alert), but it's a bit too performance-hungry at the moment so I will need to tone it down. Stay tuned!
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Mon Aug 30, 2010 12:13 am

Just thought I'd post an update, to let you know that this is still in development:

The hoverboard is done. I'm using a much different texture than the one in the video, it now looks more like Bethesda could have made it.

The movement system and collision detection is done. It's as good as it's going to get without sacrificing the smooth experience of riding the board.

The quest you do in order to get it and the character who gives it to you are almost done. I've got some more dialogue to write, plus the script that keeps track of the quest itself.

The upgrades have not been added. The first version will have no upgrades available, I will add them in later versions.

I also need to work on the particle shader. I'm using a different, more sci-fi looking thing than the one in the video (similar to the Chrono Side Effect in the DOS version of C&C:Red Alert), but it's a bit too performance-hungry at the moment so I will need to tone it down. Stay tuned!


Can you link me to the download? Or is it not out to the public yet?
User avatar
Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am

Post » Mon Aug 30, 2010 5:26 am

Sure, just give me a fully textured, fully rigged, fully animated horse model that isn't made by Bethesda, isn't bought from someone and isn't copyrighted, i.e. make one yourself. I can't do it. Can you?

The game engine hasn't had proper support for mounts since Oblivion, so it probably wouldn't look good no matter what. Also, without the NVSE (which isn't out yet) it'd have to behave like the hoverboard currently does, i.e. the way you look is the way you go. Without a script extender I can't implement WASD without making you hear player footsteps in the background when moving, though I might be able to stop the player's running animation by forcing him to do the sitting one instead. Even with the script extender and reusing the hoverboard code it would be a tremendous challenge.

And besides, how would horses have survived the apocalypse? Having played through all of the fallout games countless times (except Fallout 3), I haven't seen one horse. Fallout vehicles have always been about technology and mechanical doo-dahs, I see no reason why people should start riding animals instead. Brahmin are too slow, and the bighorners just refuse to carry stuff according to the old guy outside the Goodsprings saloon. The other animals in the world are too wild.

Sorry to burst your bathtub bubbles here, but I won't be doing horses and I doubt anyone else will. If they manage to pull it off, hail to them, cause it will be tricky.

The copyright issue is easily circumvented by simply telling people what files to copy from their oblivion installation themselves.
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Sun Aug 29, 2010 11:16 pm

The copyright issue is easily circumvented by simply telling people what files to copy from their oblivion installation themselves.


Yes, and the forum rules are just as easily broken. They went after Madmole just because he was charging money for some generic MP3s that, if put in the correct folders, incidentally made his Oblivion vampire mod voiced. I could do it, but it'd be poking noses at Bethesda, and they've got more money and lawyers than me.

The hoverboard will soon be released. I've just got the fuel system and new shader to work right, when I get the quest done I will release it. Upgrades will come in later versions.
User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm


Return to Fallout: New Vegas