Trueflame Replacer

Post » Thu Aug 26, 2010 8:59 am

I could personally go without the particle effect, this is one beautiful blade. I think that it would go great with my assassin character that I'm making.
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Thu Aug 26, 2010 11:22 am

All right, that animated billboard thing sounds like the best way to do this - Phijama, how do I add some animated billboards? The sword is all textured and bumpmapped now - http://i43.tinypic.com/ildell.png and http://i41.tinypic.com/27wrtc2.png. Oh, and does anyone know where I can find a good free fire animation to use for the billboard textures?

*jaw drop*

No hyperbole: THAT IS STUNNING. Beautiful, gorgeous, bedazzling, awe-inspiring. I'm running out of adjectives, I'll need to start using a thesaurus.

Have you considered a replacer for Hopesfire? I always found it odd that a supposedly Dwemer sword had the appearance of the ebony scimitar (minus the intricate guard) wielded by the Indoril guards.
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Wed Aug 25, 2010 8:49 pm

Have you considered a replacer for Hopesfire? I always found it odd that a supposedly Dwemer sword had the appearance of the ebony scimitar (minus the intricate guard) wielded by the Indoril guards.


You know, I never did find that weird. Personally, I always figured that the Dwemer that crafted it made it in a style fit for a Chimer, as a Chimer would be wielding it. Sure, Dwemer made it, but it was not a Dwemer weapon.
User avatar
Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Thu Aug 26, 2010 2:15 am

Wow. That was fast.

I'd look for potential textures, but I'm not sure what would work out best on it. Realistic, or blurry/fantasy.
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Thu Aug 26, 2010 6:21 am

I didn't notice it until you pointed it out, but you're right. That's wierd, though, that the Ordinators get a fancier blade than a goddess. Even if that's not an issue for some people, I still think Plangkye should do a Hopesfire model, if only because it will look all the more mundane for being next to this beauty.
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Wed Aug 25, 2010 8:07 pm

You know, I never did find that weird. Personally, I always figured that the Dwemer that crafted it made it in a style fit for a Chimer, as a Chimer would be wielding it. Sure, Dwemer made it, but it was not a Dwemer weapon.

In time, the two generals became blood friends, and on the day that Nerevar and I were wed, Dumac presented us with twin blades, Hopesfire and Trueflame. Each was a magnificent blade, the pinnacle of Dwemer craftsmanship.
- http://www.imperial-library.info/tsomw/tb_16.shtml.

Which is why I find it to be so odd that the 'twin' blades look so different!
User avatar
brenden casey
 
Posts: 3400
Joined: Mon Sep 17, 2007 9:58 pm

Post » Thu Aug 26, 2010 12:12 am

I do intend to make a Hopesfire as well, once this is done - especially if I can figure out this animated textures billboards thing, because I always thought it was weird that a shock-damage sword appeared to be on fire. I've got a vision of the flames replaced by orbs of blue plasma, throwing off sparks. However, I do rather like the design of Hopesfire, so I won't be changing it much - just giving it a bit of makeup, rather than a full-blown facelift.
User avatar
Aman Bhattal
 
Posts: 3424
Joined: Sun Dec 17, 2006 12:01 am

Post » Thu Aug 26, 2010 5:35 am

There is one thing I find slightly unbelievable about the Trueflame saga: the fact that
Spoiler
Karrod has the entire blade and it's not recognised
. You only chase after parts of
Spoiler
the hilt
, of which one is given to you. Something should probably be done to the
Spoiler
main blade piece when separated
to make it less recognisable; nothing that damages it, just something that disguises it. Perhaps put
Spoiler
a crude handle over the section http://img172.imageshack.us/img172/6935/trueflamestandalone.png, remove the entire handle/hilt, and severely darken the blade
?

Re: animated billboards, I'll see what I can cook up; I'm thinking size, alpha and material colour variations

Actually....

As said in a previous thread I'd use billboarded planes to form the fire effect. These could be individually animated so they move and scale a little to give a more lifelike effect. The blade color could also be made to change slowly, possibly through a range of blues/ purples, just to add something extra to the mix.

If Morrowind accepted particle streams that had the 'follow path' property, this wouldn't be an issue - as it stands I think the game amplifies the effect of gravity warps on particles which Trueflame uses.


Particle systems have an "emitter" node, which can be animated with a NiPathController - the Spriggan Summon effect from Bloodmoon is an example, and some of the stock magic effects have them too.
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Thu Aug 26, 2010 7:31 am

I don't like to change many stock items, mainly just add inn. But I'll definitely download this and put it ingame another way.
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Thu Aug 26, 2010 9:45 am

Wow, those textures are beautiful! Excellent job!
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Thu Aug 26, 2010 7:28 am

Particle systems have an "emitter" node, which can be animated with a NiPathController - the Spriggan Summon effect from Bloodmoon is an example, and some of the stock magic effects have them too.


I've played with particle systems a lot in conjunction with gravity warps and deflectors. One thing I could not get to work in Morrowind was to bind the emitted particle stream to a path which is typically a line in 3dsmax. I have animated emmitters in the past so they move across a path, rotate and what not but getting the particle streams themselves to follow a set path is a different matter. I'd intended to use this method a long time ago when making a Soul Reaver ethereal blade that wrapped around the arm.

It's difficult to explain how to do the pseudo particle thing as it's max specific. I use the official exporter with 3dsmax 4.2 which gives me access to the max porperties toolset. The best thing for me to do would be to throw out an example and have someone look at the NIF. What I can say is that my clean hunters rifle mod and lightsaber mod uses the effect to some degree but the textures are not animated.

I'll see what I can do today, time permitting.
User avatar
Grace Francis
 
Posts: 3431
Joined: Wed Jul 19, 2006 2:51 pm

Post » Thu Aug 26, 2010 4:18 am

I didn't notice it until you pointed it out, but you're right. That's wierd, though, that the Ordinators get a fancier blade than a goddess. Even if that's not an issue for some people, I still think Plangkye should do a Hopesfire model, if only because it will look all the more mundane for being next to this beauty.


Being less fancy doesn't make it less powerful. I'd say that Hopesfire looks... elegant, nothing TOO fancy. Of course, with a doze of Plangkye here and there it would look even better :D
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Thu Aug 26, 2010 12:23 pm

My god that's beautiful
User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Thu Aug 26, 2010 1:54 am

I've played with particle systems a lot in conjunction with gravity warps and deflectors. One thing I could not get to work in Morrowind was to bind the emitted particle stream to a path which is typically a line in 3dsmax. I have animated emmitters in the past so they move across a path, rotate and what not but getting the particle streams themselves to follow a set path is a different matter. I'd intended to use this method a long time ago when making a Soul Reaver ethereal blade that wrapped around the arm.

It's difficult to explain how to do the pseudo particle thing as it's max specific. I use the official exporter with 3dsmax 4.2 which gives me access to the max porperties toolset. The best thing for me to do would be to throw out an example and have someone look at the NIF. What I can say is that my clean hunters rifle mod and lightsaber mod uses the effect to some degree but the textures are not animated.

I'll see what I can do today, time permitting.


I've got GMax, is that close enough?
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Thu Aug 26, 2010 1:33 am

I've got GMax, is that close enough?


I don't think it is I'm afraid. I can only really speak as a max 4.2 user though I do have gmax.

I'll take a look later today.

I'm trying to get back into modelling but because I only have my trusty laptop with vista I'm struggling. On the upside it runs Oblivion really well, on the downside it doesn't support max so I have to run that on virtual pc. Anything I create has to get transferred out of the virtual machine and tested in vista which dislikes Morrowind.
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Wed Aug 25, 2010 10:16 pm

I love the new look of Trueflame! Especcially, that it is closer to the original then Dragon_Lance's version (while there is nothing wrong with it, I liked the vanilla concept).

I'm trying to get back into modelling but because I only have my trusty laptop with vista I'm struggling. On the upside it runs Oblivion really well, on the downside it doesn't support max so I have to run that on virtual pc. Anything I create has to get transferred out of the virtual machine and tested in vista which dislikes Morrowind.

I'm curious what problems do you have - I'm running MW on a laptop with vista without ny problems (apart from the sun turning black that is)
User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Thu Aug 26, 2010 4:04 am

I'm curious what problems do you have - I'm running MW on a laptop with vista without ny problems (apart from the sun turning black that is)


Aside from the black sun and missing mesh/ texture files, one problem lies with the destination folder and its accessibility/ compatibility. Files when installed are not always displayed (have to access via compatability tab - even for textures) and when I try to export out from max within my virtual pc the export is blocked to the vista Morrowind directory because it is installed as recommended in the main program files directory. I'm not too familiar with Vista - the more I use it the more I loathe it. It's not so much one big problem as a series of smaller problem that make model creation time consuming. Being forced to work in a virtual machine with an emulated graphics card does not help. I cannot play Morrowind within the virtual machine but must have it installed there before I can use the official exporter to export out to my main drive where I then have to reassign textures for my models to display in game.

I guess my workflow has had to change and I'm still getting to grips with it.
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Thu Aug 26, 2010 5:56 am

All right, that animated billboard thing sounds like the best way to do this - Phijama, how do I add some animated billboards? The sword is all textured and bumpmapped now - http://i43.tinypic.com/ildell.png and http://i41.tinypic.com/27wrtc2.png. Oh, and does anyone know where I can find a good free fire animation to use for the billboard textures?



I can't get over how beauitful that is. I certainly want to use this in my game when it's time for my next trip to Mournhold. :)
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Wed Aug 25, 2010 11:10 pm

ZOMGZ. That's so shiny and perfect! :o I wouldn't be able to fight with it! I would have to display it as the centerpiece of my home. :P
User avatar
Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Thu Aug 26, 2010 4:07 am

this is great, i was always bothered that the trueflame looked horrendous, with the goofy jet of flames, the gaudy hilt, and the hiliariously bad extra wide and curvy blade. it looked like a ridiculous concept from a 9 year old.

your concept looks wicked, and is a worthy model of a legendary blade.
User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Wed Aug 25, 2010 11:22 pm

All right, that animated billboard thing sounds like the best way to do this - Phijama, how do I add some animated billboards? The sword is all textured and bumpmapped now - http://i43.tinypic.com/ildell.png and http://i41.tinypic.com/27wrtc2.png. Oh, and does anyone know where I can find a good free fire animation to use for the billboard textures?

That's absolutely awesome!
Infinitely better than the original imo.
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Thu Aug 26, 2010 5:16 am

Ugh. I can't find a good fire animation for this ANYWHERE.
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Thu Aug 26, 2010 12:29 am

Ugh. I can't find a good fire animation for this ANYWHERE.

Maybe look at/use oblivion's as reference? Or other game... Crysis has good fire o_O Go figure :P
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Thu Aug 26, 2010 5:16 am

I've got GMax, is that close enough?


at the moment only the official exporter for max 4 and 5 can export particles properly, the niftools exporter can't export particles, so you wont be able to create particles in gmax

animated billboards sounds like a good idea, are you going to be adding a load of them to fake a particle effect then? sounds time consuming to me, but doable in any version of max

and you wont find any decent fire animations for this sword plangkye, as fire animations for morrowind use particle effects which you want to avoid if you want the fire to scale properly
the billboards themselves are going to be animated so they travel up the blade and scale larger and smaller i think
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Wed Aug 25, 2010 10:19 pm

Wow man, what can I say. I'm lost for words here.

I bet most smiths in your world turn themselves inside out of greenish jealousy. And I do wish the swords
in my FF XII game had similarities with this piece. Lastly I haven't made a name for making remarks on
others work but I got to tell you, according to me, this is rawly superior talented. Really fond of the effects on how
the hilt part transcend with the blade. Just out of curiosity, could this be the most labored changed
equipment in Vvardenfell? Seen allots of threads so-far..

:drool:
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

PreviousNext

Return to III - Morrowind