[wipz] Unnecessary Violence II

Post » Fri Feb 18, 2011 10:12 pm

My semester is over in three weeks or so. While I'll be picking up more hours in my viz job, I'm sure I'll be able to help out with a few of the animations.

Once I fix my install of Max, that is. Silly software.


Happy Happy Joy :)
DW's doing well with nifscript 1.0, I'm close to finishing the UVII core, Shademe's helping me out and Odysseus is back on board for some animations. This is going to be good. I've got the climbing scripts ready - I just need something to plug into them :)

I can't wait to tell people about some of the new treats in store, but i'm going to anyway, since if DW gets nifscript going i'm going to have some pretty nice new features to add to my list, and it'd be nice to have that list shared all at once.
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Becky Palmer
 
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Post » Fri Feb 18, 2011 10:20 pm

Will the new UV be more realistic, or have anime-ish animations?
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jessica robson
 
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Post » Sat Feb 19, 2011 1:02 am

Well, I don't have a lot of control over that, since I'm no animator. The original set were a mix of owasephiroth's work and DMCStylish. Seph's work was generally less anime.

There's one animation set i'd really *love* to use, but unfortunately the mod author seems to have left the community (at least hasn't bees seen for a couple of years) and leaves the lines "the redistribution of these animations is prohibited" It's a crying shame, because they're some of the best looking attack animations out there:

http://www.tesnexus.com/downloads/file.php?id=17909

If anyone has any contact with the author, then please do let him/her know i'd love to talk to them...

HeX
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Marilú
 
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Post » Sat Feb 19, 2011 5:47 am

Well, I don't have a lot of control over that, since I'm no animator. The original set were a mix of owasephiroth's work and DMCStylish. Seph's work was generally less anime.

There's one animation set i'd really *love* to use, but unfortunately the mod author seems to have left the community (at least hasn't bees seen for a couple of years) and leaves the lines "the redistribution of these animations is prohibited" It's a crying shame, because they're some of the best looking attack animations out there:

http://www.tesnexus.com/downloads/file.php?id=17909

If anyone has any contact with the author, then please do let him/her know i'd love to talk to them...

HeX


Wow... those animations do look really neat... maybe release a separate version of your plugin that requires that mod to be downloaded separately? You're not redistributing the resources, just referencing them...
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Liv Brown
 
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Post » Sat Feb 19, 2011 3:44 am

Er, that mod was updated like last month. Unless the files weren't made by the person who uploaded them, they're likely still around.
Either way, I'd second ishmal's idea.
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Leilene Nessel
 
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Post » Sat Feb 19, 2011 11:01 am

edit: yeah i just noticed the update - I last looked at them months ago.

I've tried contacting the author again anyway - you never know...

I could probably depend on them as a resource. Afterall, UV users are used to resource requirements..

That might be a neat way round the problem.

A handy little installer script could just do the job of moving them to where I need them to be...
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Rusty Billiot
 
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Post » Sat Feb 19, 2011 2:08 am

Uh...this is an issue I have totally forgotten.

I have actually used and EDITED those animations in DR6. I have as well tried to contact the author, but subsequently failed to take care of my Tesnexus PM box and even if the author tried to answer, my box would have been full. :(


I haven?t tried again, since I have decided not to use my Tesnexus box no matter what. It?s a silent fact that DR6 may never be released, if I cannot get some kind of indication those anims could be used AND especially, edited.

The reason for editing is that I?m using them in 1st person, nothing else. They will clip horribly in 1st no matter what, unless manually edited, and I?m not talking about a simple rotation. I took the risk and assumed it would be ok to do this, cause without editing they can?t be used in 1st person by ANYONE, and since I?m editing them I HAVE TO include them.



I would like to note that the problem with those anims is that they don?t obey the timing conventions used by Vanilla anims, so anyone using them in 3rd person will get their 1st person hit-timings screwed, cause Ob uses only 3rd person timings. So without 1st person versions, anyone using those anims as a replacer has to stop using 1st person mode altogether, practically speaking.

This seemed like a huge waste of great art, so I took a few those anims, and gave them a home in DR, where they work in both modes, part of the powerattack system that?s somewhat revised.



This is 1st time I reveal this "little" detail, actually. For me it?s always about modding my thing and using common sense first, details and complaints later. Though I did inform the athor and asked for permission, first, just failed to get a response, like I explained, and to this date I don?t know if he replied or not. :(

When I started DR6, I was especially fed up certain stuff that comes with modding, without actually being about modding, if you know what I mean. So I decided I just make what I make, and see about the release when it?s time. But now that I WOULD be releasing, this is a real problem...so eh...anyone has any connections to the modder? I have understood he doesn?t speak english well, so I fear trying to explain WHY I needed to touch something he made, let alone include it, will be difficult. I really don?t what I should do here...sigh I had temporarily forgotten that the issue was still open...
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Elizabeth Falvey
 
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Post » Sat Feb 19, 2011 9:53 am

To be honest, I'm of the mind that it's anything goes if the modder doesn't respond, so long as credit is given. No response just says that the author doesn't care :shrug:
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sally coker
 
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Post » Sat Feb 19, 2011 8:44 am

To be honest, I'm of the mind that it's anything goes if the modder doesn't respond, so long as credit is given. No response just says that the author doesn't care :shrug:


Well, it?s just that I don?t personally read my Nexus box, cause I don?t want to read the posts I get there. And because I don?t have time to handle 2 PM boxes.

That?s why I state the rights of usage in the readme. Generally speaking, if someone wants a special permission, he cannot assume I?ll be reading some Youtube channel and if he doesn?t hear from me, it means I don?t care. ;)



So the problem is, the guy stated he?s general opinion about the subject in the readme, and the question is, has he even read our posts - or understood them?

Personally I do think some exceptions should be allowed, using common sense. Say, a guy releases a house mesh, to replace houses in Oblivion. Well another modder wants to make a player home, using that mesh, but to do that, he needs to make a small technical edit to the house, and thus including the said mesh is required.


Now, usually people prohibit using for example quest mod resources freely, since they are not MEANT to be resources to begin with, they are essentially like source code. But when someone takes a plain resource, like the house in the example, and just gives it more special use, it?s hard to see WHY the author would be against it. But then it?s not "right" to make such a call by ourselves.
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Allison Sizemore
 
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Post » Fri Feb 18, 2011 10:11 pm

yeah, it's not like you're stealing his work without giving credit. I don't see why the guy would be upset about having some of his work included in one of the best mods, and appreciated by many :D
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Emily Jones
 
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Post » Sat Feb 19, 2011 2:43 am

I would like to note that the problem with those anims is that they don?t obey the timing conventions used by Vanilla anims, so anyone using them in 3rd person will get their 1st person hit-timings screwed, cause Ob uses only 3rd person timings. So without 1st person versions, anyone using those anims as a replacer has to stop using 1st person mode altogether, practically speaking.
Can't that be remedied by modifying the Hit NiTextKeyExtraData node/value ?
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Oscar Vazquez
 
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Post » Sat Feb 19, 2011 5:07 am

Can't that be remedied by modifying the Hit NiTextKeyExtraData node/value ?


No you misunderstood me - the anims use a different hit moment than Vanilla ones, cause, well, they are different. Now, Oblivion uses 3rd person hit moments even in 1st person. Really, from the 3rd person files.

So you get these new hit timings in 1st person as well - even though you still have Vanilla 1st person animations, cause you can?t use these anims in 1st person.


So unless you want to give up 1st person, you need animations in 1st person that are compatible with the hit moments from these animations. Essentially, you need 1st person versions of his animations. Which I needed to make to use them.
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marina
 
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Post » Fri Feb 18, 2011 8:33 pm

http://www.tesnexus.com/downloads/file.php?id=17909

Link seems broken.
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Aaron Clark
 
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Post » Sat Feb 19, 2011 9:50 am

Link seems broken.


I think nexus is down at the moment.
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Emily Jones
 
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Post » Sat Feb 19, 2011 2:46 am

I think nexus is down at the moment.

Eh, I thought that might be the case.
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Valerie Marie
 
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Post » Sat Feb 19, 2011 8:10 am

Great News, excellent mod, and should coordinate together with DR6
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Brian LeHury
 
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Post » Sat Feb 19, 2011 12:31 am

Interesting stuff skycaptain. The hit timing isn't an issue for me as I calculate that myself, since I've got my own combat engine for UV, but I will probably have to do something about the first person animations anyway. I could just use the vanilla ones, but I suspect that the length of the anims would be different. I could probably edit some different animations to the correct timing and use them in first person, but i'd really rather just tweak the rotation on those ones.

I was really hoping when I DL'd them that they'd already have FP equivalents, since that's one of my main issues with the DMC ones. Ah well. I've got other fish to fry first anyway, so i'll wait a bit and see if the author gets back to me. I"d still like to replace a lot of the DMC ones with these ones though so that UV can be less 'anime'

I suspect actually that editing them for first person is probably okay - yes you're editing the files, but it's not like you're replacing them, just adding additional versions to support better FP play. I think the issue may be more with editing the basic third person ones. I suspect i'd feel okay as long as I wasn't doing that, and even distributing the FP versions. It's the redistribution of the original files that's a pain to me really. I hate the idea of making UV more difficult to install than it already is.

Ah well, on with the coding in the mean time. Recoding is proving an interesting task. Things that were simple jobs before seem more complex now and vice versa. Still, i'm close to completing the core, and looking forward to getting on with the new stuff.
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Austin Suggs
 
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Post » Sat Feb 19, 2011 12:38 pm

Been doing a lot of tweaking tonight, and I have to say that as a result of it, the responsiveness in the new version is astonishing. It really does now feel like the UV moves are part of the original combat system. They always felt a bit disjointed before. Can't wait to let you all loose on this :) Sadly though there's still a lot of tedious things to do before I'll be able to release it. And some fun things too...
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Carlitos Avila
 
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Post » Sat Feb 19, 2011 2:18 am

Need any testers? I've got way too much time on my hands as it is ;) :P
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Sophie Louise Edge
 
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Post » Sat Feb 19, 2011 2:22 am

Will watch out for a relz thread. Thanks for sharing.


Cheers
KaosWarMonk
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Kortknee Bell
 
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Post » Sat Feb 19, 2011 3:58 am

Looking forward for sure!
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xemmybx
 
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Post » Sat Feb 19, 2011 6:34 am

Ooh, just occurred to me... any plans on making the normal UV attack have alternating swing right/swing left animations like the normal vanilla attack? I know it might not be possible for lack of animations, but I think that it would make the combat feel much more integrated, instead of tacked-on :)
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Talitha Kukk
 
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Post » Sat Feb 19, 2011 1:19 am

Whoa! Lots of cool stff happens when you take a few months off!

I may have to Dust off the Old Oblivion Discs soon...
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Emmanuel Morales
 
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Post » Sat Feb 19, 2011 4:23 am

Hex, I gave it a whirl without AFCv2 running, but still got the same problem. I'm not worried about it though. I'd rather worry about the new one when it comes out.

Thanks for the updates, and you're right. I can't wait to get my claws on it!!
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Avril Louise
 
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Post » Sat Feb 19, 2011 6:53 am

Ooh, just occurred to me... any plans on making the normal UV attack have alternating swing right/swing left animations like the normal vanilla attack? I know it might not be possible for lack of animations, but I think that it would make the combat feel much more integrated, instead of tacked-on :)


That's a pretty good idea. I'll certainly do it for the dual wield and 2 handed attacks. I'm desperately short of left handed attack animations. If I manage to find one that's usable then I'll do it for that too. Thanks, HeX

As it is, I still really need at least one other LH animation - or at least a fix for the one which makes your sword float. I just wish there were a way to simply mirror an animation - i.e. take a vanilla one and switch it so that it works on the other side of the body, but as far as I can tell that's next to impossible :(
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tegan fiamengo
 
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