[RELz] - QQuix Conceptuals

Post » Wed Mar 30, 2011 9:38 am

The final result is that it swims in the air exactly the same way it swims in the water. (go underwater in 3rd person: that is it)

I just extracted the five basic swim animations from the bsa: forward, backward, left, right and idle.
While the player is inside the trigger zone I check if one of the four movement keys is pressed and set a quest variable to 1,2,3,4 or 5. I use PickIdle when I need to change the animation.
And I added five lines to the 'idle animations' menu that play the animation corresponding to the key pressed (by conditioning each animation to one of the variable possible values).

I guess those must have been special idles, with the animation playing only on certain bones :read: But I haven't encountered such an animation in-game, if at all such a thing was present.
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Brooks Hardison
 
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Post » Wed Mar 30, 2011 7:36 am

I really dont have the knowledge to follow you, but I guess you are right.

I replaced the seductiveidlea.kf in the "Personality Idles" mod with the vanilla swimidle.kf and it broke the game as well.

There must be something within the swimidle.kf (and the others swim animations) that break the game when used as an idle. Maybe this is what you were trying to tell me all along: that I can't use movement animation as idle animations.

Anyway, I give up. I will upload the esp as is. Maybe someday, somebody skilled with animations gets interested in the concept and creates/adapts animations to solve the issue.
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Emily Graham
 
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Post » Wed Mar 30, 2011 9:04 am

I really dont have the knowledge to follow you, but I guess you are right.

I replaced the seductiveidlea.kf in the "Personality Idles" mod with the vanilla swimidle.kf and it broke the game as well.

There must be something within the swimidle.kf (and the others swim animations) that break the game when used as an idle. Maybe this is what you were trying to tell me all along: that I can't use movement animation as idle animations.

Didn't actually know that it would break the game, but I thought of something similar. Anyways, great work on the emulated water resources :tops:
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Budgie
 
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Post » Wed Mar 30, 2011 11:24 am

A new item added to the Conceptuals collection: a Zero G Room

This is the result of a request from Exanimis (in the http://www.gamesas.com/bgsforums/index.php?showtopic=978526 thread) that I offered to develop.

The documentation is still poor, but I promise to add a good explanation of the trig used as it is quite complex (for me) and not very obvious. I will do it this week.

I updated the first post.

As always, bug reports, comments and any form of feedback are welcome.
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Beat freak
 
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Post » Wed Mar 30, 2011 3:40 am

This is amazing work dude nice job.

I saw Exanimis request the gravity chmaber thing at his website and i didn't think it was possible :goodjob:

Can't wait to see more!
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Barbequtie
 
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Post » Tue Mar 29, 2011 11:57 pm

I have just uploaded a http://www.youtube.com/watch?v=PSf8vowcKsw of the Zero G Room to YouTube.

It is kind of fun and I think it will raise a few ?!? on the minds of the technically inclined viewers.

And I wrote a decent readme with a full explanation of the trig used. I anybody ever see and use it, I would welcome some feedback.
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Sherry Speakman
 
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Post » Wed Mar 30, 2011 5:58 am

Looking forward to take a peep at the math involved - Just what I need to go with my coffee :D Great work ! I did notice something in the video - The player doesn't play the turn animations (the feet shifting) inside the gravRoom. Does that have something to do with the implementation ?
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Jason Rice
 
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Post » Wed Mar 30, 2011 2:26 am

Now that you mention it . . . I haven't seen that animation for quite some time.

Funny thing is that I just loaded a few saved games and the animation plays on old games (up to Jul/2008) but not on recent ones (After Nov/2008). Including a clean save I use for development. Weird!

Anyway, it is not related to the mod.
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Daniel Brown
 
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Post » Wed Mar 30, 2011 11:46 am

http://www.youtube.com/watch?v=2SOcWiZKN7M

This is something I worked on around a year ago for the upcoming Dragon City mod, and will turn into a modder's resource sometime.

It is not really part of this Conceptuals series. When finished, it will have a RELz thread of its own, but I decided to mention it here instead of creating a WIP thread because I am not working that much on this (my focus is on The Evolving Society mod),

The video shows the Travel and the Patrol functions for flying NPCs and creatures.

The types of flights planned are:

Player Character
- Solo
- Flying creature

NPC (mounted)
- Travel - NPC flies to a destination
- Follow - NPC follows the player at a distance
- Escort - NPC flies to a destination. If the player falls too far behind, NPC turns back in the direction of the player
- Patrol - NPC keeps flying following a predefined path

Creatures: same as above, plus:
- Formation - A group of creatures fly in formation

Objects: same as above, plus:
- Projectile physics ? Cannonball style
- Collision detection

Any suggestions/requests for additional kinds of flights are welcome.
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Ladymorphine
 
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Post » Wed Mar 30, 2011 2:41 pm

http://www.youtube.com/watch?v=2SOcWiZKN7M

Wow, that's just...wow. :hehe:
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Tinkerbells
 
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Post » Wed Mar 30, 2011 12:15 am

http://www.youtube.com/watch?v=2SOcWiZKN7M

This is something I worked on around a year ago for the upcoming Dragon City mod, and will turn into a modder's resource sometime.

It is not really part of this Conceptuals series. When finished, it will have a RELz thread of its own, but I decided to mention it here instead of creating a WIP thread because I am not working that much on this (my focus is on The Evolving Society mod),

Wow indeed ! Does all that math cause any performance dents at all ? I remember reading an old post of yours which said attaching your flying scripts to actors caused a great dip in performance.
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Amanda Furtado
 
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Post » Tue Mar 29, 2011 11:12 pm

One question about the flying stuff, what are the 'requirements' for a flight? Do you need to have predefined paths or start and finish points? Or rather, what else is needed besides the script itself?
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Katey Meyer
 
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Post » Wed Mar 30, 2011 12:36 am

Wow indeed ! Does all that math cause any performance dents at all ? I remember reading an old post of yours which said attaching your flying scripts to actors caused a great dip in performance.

The FPS drops a few notches when all 7 riders mount the horses, but this is because the mounting animations, I guess (the scripts are just waiting at this point)
With all seven riders and the dog flying, I did not notice any FPS change besides the normal oscillation.
I don't remember that post of mine. Maybe it was related to the early stages of the script.
But, again, I still need to add a lot of stuff to the scripts to cover for unusual circumstances. The demo video was made under lab conditions (lol).

One question about the flying stuff, what are the 'requirements' for a flight? Do you need to have predefined paths or start and finish points? Or rather, what else is needed besides the script itself?

The NPC Travel and Patrol flights requires waypoints: XMarkers CAREFULLY positioned in the CS
They are quite the same, except that, when Traveling, the NPC stops at the last waypoint, while, when Patrolling, it goes back to the first.
Depending on the positioning of the waypoints, the flight may look weird.
The present script also presumes that there are no obstacles in the path.

There is a second set of (unfinished) scripts that try to detect obstacles ahead (maybe that was the heavy script I may have mentioned).

I am also working on an algorithm to determine a smooth path between two waypoints. At first, applied to moving ships (easier in 2D). When finished, I will adjust it to improve the flight paths.
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Ross Zombie
 
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Post » Wed Mar 30, 2011 1:49 am

Since I started working on the Anvil docks a few months back, something was annoying me and today I put my finger on it: that static boat there.
So I decided to rock it a bit.
Although an unusually quick job, I am quite pleased with the result.
Hope you like it.

For the record, here is the readme (not that there is anything important)

==============================================QQuix Conceptual - Rock, rock, rock your boatJan/2010 - Version 1==============================================1. INTRO =========I've been modding in the Anvil docks area and got annoyed by that static boat there.So I spent a few hours to make it rock and give the area a more immersive look2. DESCRIPTION ===============This mod has a scripted barrel that identifies row boats in the area and rocks them slowly or fast according to the current weather (the weather's wind speed, actually)I'd love to make the ships rock too, but vanilla ships are composed of five meshes and I need help with the math to rock them as a single object.3. KNOWN ISSUES OR BUGS=========================None, at the moment.4. INCOMPATIBILITY WITH OTHER MODS (KNOWN OR POSSIBLE)======================================================Any mod that changes the original Anvil dock rowboat or adds objects between the two docks.5. TOOLS USED TO CREATE THE MOD===============================Construction Set version 1.2.404OBSE 0017 Beta 16. REQUIREMENTS=================OBSE 0018 or above - (http://obse.silverlock.org)7. INSTALL==========Standard: move the esp to your ../Oblivion/Data folder and activate it8. UNINSTALL=============Standard: deactivate it and remove the esp from your ../Oblivion/Data folder 9. LICENSING/LEGAL==================Do whatever you want with this mod, no additional permissions needed.But I would appreciate any feedback mentioning what you are doing with it.10. USAGE =========To add this feature to your mod, create a new object and copy/paste the aaqqrbRockBoatSCRIPT script. Place the scripted object in any cell that has a RowBoat01 and they will rock with the wind.Adapt the script to rock other single-mesh objects.11. Credits==========11. VERSION HISTORY====================Version 1.0 - Jan 2010 - Initial release12. SOURCE FOR DOWNLOAD==========================TES NEXUS - [src="http://forums.bethsoft.com/index.php?/topic/979090-relz-qquix-conceptuals/http://www.tesnexus.com/downloads/file.php?id=20878"]http://www.tesnexus.com/downloads/file.php?id=20878[/url]13. CONTACT=============Mod comment thread at TES Nexus download pageMod release thread at BGS forums  - [src="http://forums.bethsoft.com/index.php?/topic/979090-relz-qquix-conceptuals/http://www.gamesas.com/bgsforums/index.php?showtopic=979090"]http://www.gamesas.com/bgsforums/index.php?showtopic=979090[/url]Author's home page: [src="http://forums.bethsoft.com/index.php?/topic/979090-relz-qquix-conceptuals/http://thewormhole.nfshost.com/forum/index.php/board,227.0.html"]http://thewormhole.nfshost.com/forum/index...oard,227.0.html[/url]

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Nikki Hype
 
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Post » Wed Mar 30, 2011 8:37 am

"I spent a few hours to make it rock and give the area a more immersive look", I like the sound of this. :whisper: :hehe:
Will download straight away.
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remi lasisi
 
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Post » Wed Mar 30, 2011 1:42 am

So it is actually compatible with other mods that affect boats (like rowboats) since it doesn't directly touch boats?
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Brooks Hardison
 
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Post » Wed Mar 30, 2011 3:29 am

Has anyone made a mod using your farming script?
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:)Colleenn
 
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Post » Wed Mar 30, 2011 11:21 am

So it is actually compatible with other mods that affect boats (like rowboats) since it doesn't directly touch boats?

The script only changes the X and Y angles, so it should be compatible with other mods that might change the boat.
Unless, of course, if the said mod also changes the X and Y angles.

Also, if you use this script in an environment that may have moving boats, you may need to adapt the script to detect when one of the boats has moved out of range and to identify new boats in the area

Just uploaded a quick http://www.youtube.com/watch?v=OQ0he5fzszQ

Has anyone made a mod using your farming script?

I don't think so. At least, not to my knowledge.
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Emily Martell
 
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Post » Wed Mar 30, 2011 2:22 pm

I`m sorry to say, but I see no rocking.
I`m at Anvil, the rain is pouring down and there is a lot of wind. I see 2 sailboats and 10 rowboats, no rocking
I use obse 0018+, no mod in my list that modifies the docks.

The youtube link doesn't work.
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Jack
 
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Post » Wed Mar 30, 2011 9:56 am

Wow, it worked for me, really good job
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Jeff Turner
 
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Post » Wed Mar 30, 2011 3:46 am

I`m sorry to say, but I see no rocking.
I`m at Anvil, the rain is pouring down and there is a lot of wind. I see 2 sailboats and 10 rowboats, no rocking
I use obse 0018+, no mod in my list that modifies the docks.

The youtube link doesn't work.

If the 10 rowboats are there, the mod is OK.
The script must be crashing for some reason.
I will create a debug version to output some tracking data to the OBSE log, so we can figure out the reason.
Thanks for the feedback.

I also had problems with the YouTube video, but it seems OK now.
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A Lo RIkIton'ton
 
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Post » Wed Mar 30, 2011 9:57 am

@ strupekutter
I uploaded a debug version. It is in the http://www.tesnexus.com/downloads/file.php?id=20878, under Miscellaneous. (it outputs a couple of thousand lines per second to the OBSE log)

When you have the time, I would appreciate if you tested it.

I also replaced the main file (just added comments to the script)
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oliver klosoff
 
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Post » Wed Mar 30, 2011 12:51 am

I will try it out now.
Is there something I must do in-game, command text or something like that ?
How to give you the information you need.



Edit:
It works now, downloaded the new version, and installed the latest version of obse ( I think had obse 0018 beta 2)
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Ashley Clifft
 
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Post » Wed Mar 30, 2011 7:13 am

The first couple of OBSE 18 Betas had some problems with arrays under some conditions. I don't remember the details anymore, but, if it works now, that might be it.

[EDIT] - And make sure you remove the debug version, as it really bloats the OBSE log.
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tiffany Royal
 
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Post » Wed Mar 30, 2011 1:27 am

"[EDIT] - And make sure you remove the debug version, as it really bloats the OBSE log."

Will do :foodndrink:
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Hannah Barnard
 
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