[RELz] - QQuix Conceptuals

Post » Wed Mar 30, 2011 1:12 am

Just realized I never announced my conceptuals here. Therefore here they are:

They are script resources that may be used/adapted if a modder has a need for that particular concept.
Each comes in an esp, to demonstrate the use of the script
Most are building blocks to something bigger I was/am working on.

Download: http://www.tesnexus.com/downloads/file.php?id=20878


[EDIT]=== What is new? ===

14.May.2011 - QQuix Conceptual - Ship Travel

02.Nov.2010 - QQuix Conceptual - Show EditorIDs in game

11.Aug.2010 - QQuix Conceptual - Wagon away

Jan-2010 - QQuix Conceptual - NPC ACE - NPC Advanced Control Engine

08.Feb.2010 - [RELz] QQuix - Rock, rock, rock your Ship V3 - Now portable

30.Jan.2010 - [RELz] QQuix - Rock, rock, rock your Ship V2 - Rocking the ships too.

12.Jan.2010 - [RELz] QQuix Conceptual - Rock, rock, rock your boat - A script to rock rowboats with the wind.

11.Jul.2009 - A http://www.youtube.com/watch?v=2SOcWiZKN7M of an old, unfinished Conceptual: QQuix Fly Away - Not really part of the series, When finished, it will have a RELz thread of its own

18.May.2009 - A new 'Conceptual': Zero G Room

=========================


-------------------------------------

====================================
QQuix Conceptuals
====================================

===========================
THESE ARE NOT PLAYABLE MODS
===========================

These ESPs are some of my test environments created to test new concepts in the game.

They are intended to modders / scripters interested in using and adapting these concepts in their mods.

Below is a short description of each mod. Detailed description and instructions are in the readme text included with each file, when applicable.


==============================================
QQuix Conceptual - Ship Travel
Nov/2010 - V1
==================================
This is a single-script mod to add a Morrowind style ship travel to a mod.

This mod was developed based on a request from thekarithian for his Mesogea project.

The mod uses two static ships placed at the two boarding docks and one ship at high sea. A quest script enables one of them at a time, simulating the travel.

Ships will only arrive and depart if the player is not near or if the player is in the ship cabin.

There is no ReadMe. The script is fairly commented, including the required setup.



==============================================
QQuix Conceptual - Show EditorIDs in game
Nov/2010 - V1
==================================

This is a very simple mod to print to the console the FormID and the EditorID of the object at the crosshair.

It is mostly a function that receives a reference argument, gets its base object and returns its EditorID. The EditoID is retrieved from a Pluggy INI file (included). The INI file contains 42,000+ entries covering every vanilla object that has an EditoID, including shaders, classes, factions, etc.

For demo purposes, there is a quest that gets the reference at the crosshair, passes it to the function and prints the returned EditorID. It also shows the EditorID in a message at the top of the screen (subject to the Message limitations)

The Pluggy INI file goes to "My Documents\My Games\Oblivion\Pluggy\User Files"

Helped me a lot during my never ending debugging sessions.

There is no ReadMe. The script is fairly commented.


==============================================
QQuix Conceptual - Wagon away
Aug/2010 - V1
==================================

This is a proof of concept mod with scripts to make a horse pull a cart or wagon.

It is intended for modders/modelers that want to add a horse wagon/cart to their mods.

The script has (1) the math to position the cart and its cargo as the horse moves, (2) the code to 'solidify' the cart and cargo when the horse stops and (3) the code to solve the problem of the moving external door, if the wagon has an interior.

As a proof of concept, the esp includes the basic script. Modders need to adapt it to their own scenarios, like how the horse starts/stops moving, when/how to trigger particular animations, etc.

There is no ReadMe. The script is fairly commented.

http://www.youtube.com/watch?v=BW47-kDtue0


==============================================
QQuix Conceptual - NPC ACE - NPC Advanced Control Engine
Jan/2010 - Beta 0.1
==================================

This is a proof of concept mod with scripts to better control NPCs in the game.

As a Beta version, it is primarily intended for modders that may be interested in the concept and are willing to take a look at the scripts, discuss them, test them and help me improve them.

If you are interested, please read and participate in the discussion thread: http://www.gamesas.com/bgsforums/index.php?showtopic=1060697


==============================================
QQuix Conceptual - Rock, rock, rock your boat
Jan/2010 - Version 1
==============================================

Ships and boats will rock slowly or fast according to the current weather's wind speed. Fog weather has the slowest wind. Thunderstorm weather, the fastest.

Ships in Anvil and IC Waterfront will rock automatically.
In other port areas included by mods, you may drop a provided Portable Breeze, so ships there will rock too.
There is also a Heavy Barrel that, when dropped on a ship's deck will unbalance the ship and make it rock.

Cargo, as barrels and crates, furniture, and lamps will rock with the ship.


This one became a real mod and earned its own TES Nexus link: http://www.tesnexus.com/downloads/file.php?id=29649


==============================================
QQuix Conceptual - Zero G Room
May/2009 - Version 0
==============================================

This is a proof of concept developed for Exanimis to be used in his Pellucidar World (ckeck http://pellucidar.forumotion.com/forum.htm).

It is a cylindrical room where there is almost no gravity except close to the curved internal surface. The gravity acts only at the surface and pulls away from the center.

This physics allow for:
1- Walk around: just walk/run normally on the curved internal surface of the cylinder
2- Jump: point the crosshair at the destination anywhere across the room and hit the Jump key (usually "E"). Your initial push will take you across the no-gravity space in between.


==============================================
QQuix Conceptual - Dynamic Building Placement
Apr/2009 - Version 1
==============================================

This mod contains a script that allows the player to select, position and place buildings in the world

A series of buildings are presented to the player by pressing the right (NEXT) or left (PREVIOUS) mouse buttons.

Positioning happens in two phases: a general positioning phase and an adjustments phase.

General positioning phase
The building will be moved as the player moves the mouse (the building will always stay at the crosshair)
The player can move normally - the building will always keep a fixed distance ahead.
You can also adjust the distance and rotation.
NUM5 freezes the position and start the next phase

Adjustments phase: you can make fine adjustments to the position
NUM5 freezes the position, removes any trees from the area and completes the process.


This one also became a real mod. TESNexus: http://www.tesnexus.com/downloads/file.php?id=32257


=====================================
QQuix Conceptual - Realistic Farming
Dec/2008 - Version 1
=====================================

This mod makes farming more realistic: it includes farming cycles and a farmer that goes to the field every day to do her/his chores.

The farming cycle is composed of three seasons: Planting, Tending+Growing and Harvesting

1-In the Planting season, the farmer goes to each spot in the field and plants a young, small strawberry bush
2- In the Tending and Growing season, the farmer goes to each and every one of the plants and the plant grows. At the end of the season all plants are full size.
3- The Harvesting season is self explanatory, I suppose.

A script controls almost every single movement of the farmer and it is quite parameterized to make it (sort of) easy to change things like type of plant, number and length of the rows of plants, size of the field etc.

There is a demo video at Youtube: http://www.youtube.com/watch?v=bw7wwQ22Ys8


====================================
QQuix Conceptual - Emulated Water
Apr/2009 - Version 2
====================================

This is a proof of concept to allow the player to 'swim' in an empty pool, as if it were full of water.

It may be useful to simulate a second water level in a cell, although the simulation will never be perfect.

In the demo esp, there are three pools of Emulated Water:
The first one has no special animations. The PC walks/runs in the ar.
While in the second, the PC will play the standard JumpLoop anim (open arms and legs)
I tried to include the swim animations in the third and is seems to work while the player is in the 'water', but IT BREAKS THE PLAYER MOVEMENTS when the player leaves the 'water'.

I decided to include it anyway, in the hope that somebody knowledgeable in animations may be interested in the concept and may solve the problem. I suspect the vanilla swim animations have to be tweaked or redone, but I have no knowledge in the area, and there is not much else I can do.


=====================================
QQuix Conceptual - Placing objects on moving planes
Jan/2009 - Version 1
=====================================

This esp contains a script with the math necessary to position an object on a inclined flat surface.
The math code is a modder's resource code by SkyRanger-1

This esp is a demo of the code and contains a surface that can be rotated in any of the angles by using the keyboard. An object is placed at each corner using the math provided. A static pearl may be placed at the NE corner each time the plane is moved (creating a visual path).

To see it, fast travel to the map marker named "Rotating plane" (SW of IC). You will be facing the plane.
Numpad keys 1-2-3 rotate angles X-Y-Z five degrees one way,
Numpad keys 7-8-9 rotate them the other way.
Numpad key 4 toggles the pearls tracking
Numpad key 5 resets all angles to zero and removes the pearls.
Numpad key 6 changes the object at the corners (barrel, pearl or candle)

WARNING!!: the pearls are placed with PlaceAtMe, so don't save the game while this esp is active!!!

The static pearl is a vanilla flawless pearl modified to be a static. A pearlflawless.nif is provided in folder Data/Meshes/QQTES
No readme. The above text is all there is to it.


====================================
QQuix Conceptual - The Evolving Society Engine Test Environment
Mar/2009 - Version Alpha 0.01
====================================
This is the Alpha version of the script engine to be used in The Evolving Society.
It has no use to players not familiar with the discussions in the following forums:

Nexus - http://thenexusforums.com/index.php?showtopic=83048&pid=803196&st=70&#entry803196
Bethesda - http://www.gamesas.com/bgsforums/index.php?showtopic=915021&pid=13898508&st=40&#entry13898508
Wormhole - http://thewormhole.nfshost.com/forum/index.php?PHPSESSID=c344af2c12b29f71838af4ebec8ee687&topic=1298.0

There is no readme file included


-------------------------------------------------------------------------

Miscellaneous
=============
Most mods use only vanilla objects (no additional meshes/textures)

They are mostly Work In Progress. I will upload a new version or new mods if and when I add something that may be of interest.

These mods are supposed to be activated, used and deactivated.
And don't forget to save you game before activating any of these mods.

Most change the function of keyboard keys and mouse and don't reset them back to their original functions. This is an additional reminder that you should continue your game from a previous save.



Installation
=========
The same as most Mods:
1. Unzip the files to your "Oblivion\Data" directory
2. Activate the esp


Requirements
=========
All mods require OBSE.
For other requirements see the readme,


Legal
=====
The scripts are resources to be used by any modder.
Do whatever you want with these mods, no additional permissions needed.
But I would appreciate any feedback mentioning what you are doing with it.



Contact
=======
Since these mods are intended to experienced modders/scripters, you should be able to understand it, use it and adapt it to your needs and there shouldn't be much I could help with.

Anyway, contacts are:

Mod Comment Thread at TES Nexus

Release thread at Bethesda Game Studios Forums > Oblivion > Oblivion Mods

Author's home page: http://thewormhole.nfshost.com/forum/index.php/board,227.0.html

(Grammar and English corrections are welcome)

-------------------------------------

Future releases:
- A LOT of flight scripts
- Moving ships
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Alexandra Louise Taylor
 
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Post » Wed Mar 30, 2011 7:24 am

Nice :thumbsup: I think I'll look into the Moving Buildings resource - Does it account for the statics-snapback bug ?
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Silencio
 
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Post » Wed Mar 30, 2011 7:12 am

The building placement could be a really big help to some people...I'm impressed. Honestly. Though it probably doesn't mean much, you've got my support.

By the way, I thought you could (in the Oblivion CS) put down special 'boxes' of water to create separate pools of water?
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Vivien
 
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Post » Wed Mar 30, 2011 6:19 am

I really like that farming video!!!

The Emulated water could really grow to become something... If you can figure out how to make it look like water too.
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Keeley Stevens
 
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Post » Wed Mar 30, 2011 2:08 am

By the way, I thought you could (in the Oblivion CS) put down special 'boxes' of water to create separate pools of water?

You'll need static meshes for that, and you can't swim in them :P

The Emulated water could really grow to become something... If you can figure out how to make it look like water too.

Well, you could edit a static "water" mesh to work with the onTriggerXXX blocks, which QQuix's rez uses, and attach his script to it. That should effectively do the job. Also, the meshes might also need to be edited to add the bhkSpCollisionObject block to the mesh to allow free movement through the mesh.
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Gwen
 
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Post » Wed Mar 30, 2011 12:24 am

I know that, I'm saying there needs to be "substance" to the water. The static water meshes are just a surface.
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Scarlet Devil
 
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Post » Tue Mar 29, 2011 10:30 pm

I know that, I'm saying there needs to be "substance" to the water. The static water meshes are just a surface.

oh ... my bad :D

@QQuix, have you considered involving yourself with the NPCs with Jobs project ? The TES engine can do a lot of good there ( or are you already a part of the team ?
Spoiler
or, more deviously, do you intend the TES mod to be it's competition ? :P
)
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Natalie Harvey
 
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Post » Wed Mar 30, 2011 2:10 am

Nice :thumbsup: I think I'll look into the Moving Buildings resource - Does it account for the statics-snapback bug ?

Not yet.
This version does not have the possibility of moving the door along with the building, either.
It is really just the moving and positioning.
But it could be adapted to move other things. Maybe, even, be the basis for a telekinesis mod.

By the way, I thought you could (in the Oblivion CS) put down special 'boxes' of water to create separate pools of water?

Each cell can only have one level of water. In some situations, one may need to have water in a second level (a pool upstairs, maybe? Or two lakes in a dungeon)

I know that, I'm saying there needs to be "substance" to the water. The static water meshes are just a surface.

Since models and textures are not really my area, I cant say much about it. Hope someone that uses this script figures out how to solve this
Still have to figure out how to apply the swim animation. Suggestions and solutions welcomed.
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Tiff Clark
 
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Post » Wed Mar 30, 2011 8:48 am

So many genius modders here. Talk to the OBSE team about your stuff :goodjob:

:D
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Makenna Nomad
 
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Post » Wed Mar 30, 2011 7:27 am

Not yet.
This version does not have the possibility of moving the door along with the building, either.
It is really just the moving and positioning.
But it could be adapted to move other things. Maybe, even, be the basis for a telekinesis mod.

Not doors, eh .. ? So I guess this works only on the static kits that make the building. Great job, in any case.

Since models and textures are not really my area, I cant say much about it. Hope someone that uses this script figures out how to solve this
Still have to figure out how to apply the swim animation. Suggestions and solutions welcomed.

As far as the swimming animations go, I suspect that they are linked to the the water world-object (or whatever you call the water in a cell). I guess it's similar to the activation of water for drinking in Fallout 3. Maybe if the OBSE team decoded that bit of the game engine code ...
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R.I.P
 
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Post » Wed Mar 30, 2011 12:12 pm

@QQuix, have you considered involving yourself with the NPCs with Jobs project ? The TES engine can do a lot of good there ( or are you already a part of the team ?
Spoiler
or, more deviously, do you intend the TES mod to be it's competition ? :P
)

No, I have my hands full already.
As I see it, they are completely different mods, although they may seem similar at first glance. (the same thing goes for the CraftBits project)

They are doing wonderful things there, with animations and everything. As I understand it (and I may be wrong), each NPC has a, say, 'identity' or 'personality'. Has his own money. Has a schedule. Does his chores. Trades, etc.
Maybe I could say that NWJ's approach is microeconomic.

My approach with TES is (kind-of) macroeconomic. As far as I am concerned, the miner may just vanish into the mine in the morning and go home in the afternoon. Provided there is a miner and some other conditions are met, some ore will be added to the common warehouse at the end of the day. If there were not the need for a minimum level of realism, my mod could do without any interiors. The general idea is that the player must decide on things and the economy will benefit/suffer from those decisions.

Not doors, eh .. ? So I guess this works only on the static kits that make the building. Great job, in any case.

Moving and positioning the doors together with the buildings is not a problem, and I will do it in the next version.

But dynamically created/moved buildings have two major problems that I don't think would have solutions:
- Doors - There is no way of moving the door marker. So the door would have to be 'faked' by teleporting the user to the other side. Which means vanilla NPCs will not use them. But I suppose that any mod that creates dynamic buildings will have its own NPCs, which could have adapted AIs to use the fake doors.
- LOD - I don't know much about it, but I don't think the engine is dynamic enough to use the LOD mesh once you place a new building. Let alone replacing it when the real building is replaced, as I do in the TES engine.


As far as the swimming animations go, I suspect that they are linked to the the water world-object (or whatever you call the water in a cell). I guess it's similar to the activation of water for drinking in Fallout 3. Maybe if the OBSE team decoded that bit of the game engine code ...

I 'think' I could detect the player movement (forward, backward, sideways etc) and set conditions that could be used in the idle animation setup.
But I have not tried it yet
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мistrєss
 
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Post » Wed Mar 30, 2011 12:05 pm

I'm really impressed with the farming, personally. I'd love to see someone take that and run with it - have scripts that keeps track of weathers and climates, schedules a whole year, including harvest and sale and shipment to the cities, and have the cities' food supplies depend on the shipments, etc etc. It would allow for a far more realistic world. Add in politics and Oblivion would actually be a game I'd be interested in.
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Jessica Lloyd
 
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Post » Wed Mar 30, 2011 4:32 am

Moving and positioning the doors together with the buildings is not a problem, and I will do it in the next version.

But dynamically created/moved buildings have two major problems that I don't think would have solutions:
- Doors - There is no way of moving the door marker. So the door would have to be 'faked' by teleporting the user to the other side. Which means vanilla NPCs will not use them. But I suppose that any mod that creates dynamic buildings will have its own NPCs, which could have adapted AIs to use the fake doors.
- LOD - I don't know much about it, but I don't think the engine is dynamic enough to use the LOD mesh once you place a new building. Let alone replacing it when the real building is replaced, as I do in the TES engine.

Door markers :facepalm: - Forgot about that completely ! And you did say "Not Yet" for the snapback issue - Do you think you've got a workaround for that in mind ?

I 'think' I could detect the player movement (forward, backward, sideways etc) and set conditions that could be used in the idle animation setup.
But I have not tried it yet

That might do for the idle swimming animations. As for the movement animations in water, maybe you could edit the player's special animations and add the swimming movement animations for the period the player is in emu-water ?

I'm really impressed with the farming, personally. I'd love to see someone take that and run with it - have scripts that keeps track of weathers and climates, schedules a whole year, including harvest and sale and shipment to the cities, and have the cities' food supplies depend on the shipments, etc etc. It would allow for a far more realistic world. Add in politics and Oblivion would actually be a game I'd be interested in.

I guess that's what the Evolving Society mod is going to do :lol: !
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Nancy RIP
 
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Post » Wed Mar 30, 2011 11:54 am

Door markers :facepalm: - Forgot about that completely ! And you did say "Not Yet" for the snapback issue - Do you think you've got a workaround for that in mind ?

For TES, it is not a problem, as the building meshes will be either originally placed in the same cell (underground) or PlaceAtMe'd (not sure yet). A generic solution would be to bury a marker rat under each building, with an OnLoad block that would un-snap the static back in place.

That might do for the idle swimming animations. As for the movement animations in water, maybe you could edit the player's special animations and add the swimming movement animations for the period the player is in emu-water ?

Not sure what you mean. The idle animations include the movement animations (why it is called 'idle' beats me). Just did a quick test and it seems it works (setting a script variable to trigger the swimming animation).

I guess that's what the Evolving Society mod is going to do :lol: !

Pretty close, although taking the weather into account had not occurred to me. Good Idea.
As it is now, farming is very important: you have to have farmers to produce food and you have to have a surplus of food in order to hire/invite new inhabitants and grow. If food production drops, the population will become unhappy and maybe leave the island.

On a side note: I developed the Realistic Farming script before I heard about the NWJ project. At the time I considered developing a few of those to give some 'color' to the mod. Now I see it is not worth it. It would be great if the NWJ team allowed me to use their work.
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Nick Jase Mason
 
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Post » Wed Mar 30, 2011 2:57 pm

For TES, it is not a problem, as the building meshes will be either originally placed in the same cell (underground) or PlaceAtMe'd (not sure yet).

Why not just have them disabled?
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!beef
 
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Post » Wed Mar 30, 2011 2:44 am

Because to just enable them, I have to place them in the right place in the CS. As it is the case, the building mesh changes as the building is upgraded. Working in the CS with 3 meshes, one over the other, became impossible. Let alone ~24 buildings I have in the prototype. So I developed a few scripts to position the buildings 'on the fly', based on an XMarker I positioned in the CS. (wouldn't it be nice to have a script language to do things in the CS? Like positioning things and such? Would the OBSE team be interested? lol)

After developing these scripts, it was just another step to come out with the idea of allowing the player to choose where to place them. In a sense, is like allowing the player to move the mentioned XMarker.

As with some large projects (NASA, maybe?), the main project may not go anywhere, but the byproducts developed along the way may turn out useful. In this case, the "Dynamic Building Placement", the "Placing objects on moving planes" and the "Realistic Farming" mods are but byproducts of The Evolving Society mod.
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Anna Beattie
 
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Post » Wed Mar 30, 2011 5:59 am

These are great and will help allot with even more.
Projects like Crafty Bits and NPCs at Work(damnit what's that name again?) will benefit from this hugely.
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Dalia
 
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Post » Wed Mar 30, 2011 1:45 pm

cool...qquix!

i've always thought that the game may have enough resources for us moddeers to create a full The Settlers-type engine.
where one item's (e.g. swords) production requires several resources (e.g. wood, steel, npc smithy).
and those resources (e.g. wood and steel) require other npc resources (e.g. npc woodsman and npc miner).
and of course those npcs require a constant stream of food (e.g. from a baker, fisherman, or hunter).
and the hunter will need a bowyer. and the bowyer will need wood...
etc...

realistic farming + the evolving society suggests that the above is possible.
(yeah?)

regardless, good work for the above, qquix!
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Steven Nicholson
 
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Post » Wed Mar 30, 2011 6:47 am

Unfortunately I don't have the skills to do anything with that farming script, but boy do I want to. Having an NPC farm like that has always been a silly little dream of mine. :')
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biiibi
 
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Post » Wed Mar 30, 2011 7:27 am

For TES, it is not a problem, as the building meshes will be either originally placed in the same cell (underground) or PlaceAtMe'd (not sure yet). A generic solution would be to bury a marker rat under each building, with an OnLoad block that would un-snap the static back in place.

I see ... I should try the marker rat method meself .

Not sure what you mean. The idle animations include the movement animations (why it is called 'idle' beats me). Just did a quick test and it seems it works (setting a script variable to trigger the swimming animation).

Really ? I thought that the idle animations (for swimming, at least ) were those that play when you aren't moving underwater, and the movement animations were those that play while moving in any of the 4 directions underwater :shrug: Do I take that you got both to work out ( in which case, i'd say "that's *@#%! great" ) ?
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Marion Geneste
 
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Post » Wed Mar 30, 2011 1:10 pm

. . .
realistic farming + the evolving society suggests that the above is possible.
(yeah?)
. . .

It is possible. I can't see why not.
The Evolving Society is, maybe, a small step in that direction. As a matter of fact, The Settlers was one of my inspirations. Civ type games being another.
Although I will have some production chains (e.g. Lumberjack >> Logs >> Sawmill >> Planks >> Buildings), they are relatively simple, as my main focus is not the production by itself, but the growing/shrinking of the community.

On the other hand, NWJ and CraftBits do focus on putting together individual components to produce a new item and I suppose NWJ may have a production chain like The Settlers.

Maybe, sometime, somebody will put them all together. (before TES5, of course) lol

... Do I take that you got both to work out ? ...

I only played with the swim forward anim and I got the PC to use it in the water and switch back to walking when on land (although it keeps swimming about 2 feet above the water Lol. But this is just a matter of adjustments). I will have to figure how to detect all other movements to set variables to toggle the proper amin.
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leni
 
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Post » Wed Mar 30, 2011 1:00 pm

I only played with the swim forward anim and I got the PC to use it in the water and switch back to walking when on land (although it keeps swimming about 2 feet above the water Lol. But this is just a matter of adjustments). I will have to figure how to detect all other movements to set variables to toggle the proper amin.

Super ! Can't wait to get my hands on the update :D As for detecting movements, are you using of the isAnimGroupPlaying function ?
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Marcus Jordan
 
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Post » Wed Mar 30, 2011 4:20 am

Well. Good and bad news.
Decided to bring this to the top of my to-do list.

The isAnimGroupPlaying was a good shot, but it seems it is not applicable in this situation. Cant say I understand this fully, but, it seems I cannot use the group animations because they are kind of hardcoded, e.g., if you use PlayGroup Forward, the engine decides whether it will play the walk forward or the swim forward animation.
Therefore I have to use the Idle Animations. It worked as expected: I set a variable in the script and the idle animations conditions determine which animation to play.
It works fine with the swim animations, and the PC swims very nicely in the air.

Problem is: when the PC leaves the 'water', whatever animation is playing, continues playing and the movement keys (W,A,S,D) get locked/inactive.

I will check the WIKI tomorrow and place a question in the CS forum, if needed.
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NeverStopThe
 
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Joined: Tue Mar 27, 2007 11:25 pm

Post » Wed Mar 30, 2011 9:33 am

The isAnimGroupPlaying was a good shot, but it seems it is not applicable in this situation. Cant say I understand this fully, but, it seems I cannot use the group animations because they are kind of hardcoded, e.g., if you use PlayGroup Forward, the engine decides whether it will play the walk forward or the swim forward animation.
Therefore I have to use the Idle Animations. It worked as expected: I set a variable in the script and the idle animations conditions determine which animation to play.
It works fine with the swim animations, and the PC swims very nicely in the air.

Problem is: when the PC leaves the 'water', whatever animation is playing, continues playing and the movement keys (W,A,S,D) get locked/inactive.

You'll need to post a video or something - I can't really imagine how idle animations were playing when the player is moving :shrug: The only way I seem to picture it is while the player moves through air, he/she uses the default walk/run animations and when she stops, the idle animations are triggered. And I suppose you added the swim idles manually, as I can't see anything remotely close in Oblivion's masterfile.
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Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Wed Mar 30, 2011 9:25 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 have just posted a question on the CS forum about the problem of returnng to normal animations.
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Andy durkan
 
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Joined: Fri Aug 03, 2007 3:05 pm

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