[REL] £exa's "Dwemer Rubik Cube" (LDRC) 1.01 EV

Post » Tue May 08, 2012 4:26 am

Hello.

Here's a small fun mod I created recently and decided to share. It's called "Dwemer Rubik Cube" and as the name indicates it provides exactly this. An ingame playable 3D puzzle for those who think they already have seen everything in MW... XD

[img]http://1.2.3.10/bmi/static.zenimax.com/www.gamesas.com/public/style_emoticons/default/tes.gif[/img]

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The Elder Scrolls III: MORROWIND
£exa's Dwemer Rubik Cube (LDRC)
Rev. 1.01 (05.01.2012) English/German Dual Language

This mod adds a new chamber/cell to "Nchuleft Ruin" containing a puzzle cube for you to solve. If you manage to beat it, there's a certain unique Dwemer weapon inside that chamber too - but that's only for those, who really need a reward.

Nothing more to it.

Use the "LDRC-EV.esp" for the english Version only! The other one is for germans!

If you use this mod, it's at your own risk - though it has been tested and should be safe, I cannot be held responsible for any errors or damages that might arise from using this.

Everything in this mod is my stuff (meshes, scripting, etc.) except for most of the textures being taken from Darknuts Dwemer stuff. So, as long as the original authors (i.e. me and Darknut) are given proper credit, feel free to use this for other non-commercial projects (TES only).

Do NOT reupload this package to any other server without my permission. I cannot take care of updates properly otherwise.

Please report any bugs here or at GHF - either by posting in the thread or sending pm.

Regards - and hope you enjoy this.
£exa

PS: Ohe yeah... the important things:

http://dl1.scharesoft.de/screens/Morrowind/Lexas_Dwemer_Rubik_Cube.jpg
http://download.fliggerty.com/download-68-601 (@ Great House Fliggerty)
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Lady Shocka
 
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Post » Tue May 08, 2012 1:17 am

I think I'll have to give a second chance the damn cube. Once in real life, I tried ... :gun: :bunny:
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roxxii lenaghan
 
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Post » Tue May 08, 2012 3:05 am

Very impressive. I can't even imagine how you would begin scripting/modelling/animating that to work :S Truely unique.
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stacy hamilton
 
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Post » Mon May 07, 2012 6:13 pm

Awesome work Lexa!
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Jaylene Brower
 
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Post » Tue May 08, 2012 3:00 am

Thank you for sharing. Will have to try this out! :-)
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Rodney C
 
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Post » Mon May 07, 2012 8:59 pm

Awesome work mate!!! :cool: Won't dl this mod though, as I couldn't even finish more than 2 sides on the real life cube. :(
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Sammi Jones
 
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Post » Mon May 07, 2012 11:32 pm

Wow. This is impressive. Such a sweet idea for a mod!
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Alex Blacke
 
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Post » Tue May 08, 2012 1:49 am

Very impressive. I can't even imagine how you would begin scripting/modelling/animating that to work :S Truely unique.
Hehe... I first thought about animating this but quickly dumped that idea. It's (at least with morrowind) impossible to do that.

Yet Modelling that stuff is quite simple - it's just a bunch of boxes/cubes with textures being not very complex. The basic idea is to have not one big cube but 26 small cubes that can be stacked together to create the Rubik's Cube. From there on it's actually quite easy to do. The only thing is that you need a nice control script for the small cubes that knows its starting, current and calculates a destination position inside the Rubik's Cube. And it has to perform +/-90° rotations on x-, y- and z-axis around a common center point (being the center of the rubik's cube) if told to do so.

Now all you need to create a controller switch is to make a script that checks for all the boxes being positioned in a certain layer of the Rubik's Cube and tell only those cubes to rotate by setting a local variable in their script to a predefined value (like "-1" for Rotate X -90)...

If you think about it a little, it's not too tough for someone who has avarage scripting skills ^^
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Luis Reyma
 
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Post » Tue May 08, 2012 4:41 am

Impressive, really. :)
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ILy- Forver
 
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