[REQ] Weapon grinding wheel

Post » Fri Apr 08, 2011 1:10 am

I'm looking for a grinding wheel model to use in Pelagiad Expanded for the metalsmiths. For some reason it's hard to find good pictures of one. I found this http://forums.dfoggknives.com/index.php?showtopic=14894 which is kinda what I'm looking for. I was thinking a person could take Korana's http://img135.imageshack.us/img135/2525/potterywheel.jpg and use that model and change the texture of just the wheel.
http://img706.imageshack.us/img706/6229/81243528.jpg is one of the blacksmiths so far. It'd be great if someone could make a medieval grinding wheel as I don't think anyone has made one yet and I'd love to use one in this mod.
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Emma louise Wendelk
 
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Post » Thu Apr 07, 2011 10:13 pm

hmm i might try my hand at this, how big do you want it?

i came up with http://i865.photobucket.com/albums/ab216/asapp152/Concept%20Art%20and%20Models/grindingwheel.jpg just messing around, its not textured yet, im still UV mapping it.

EDIT: http://i865.photobucket.com/albums/ab216/asapp152/Concept%20Art%20and%20Models/grindingwheelwithtextures.jpg

i know its not scaled right or anything ill get to that later when im not so tired.
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Justin Bywater
 
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Post » Fri Apr 08, 2011 2:48 am

Wow, that is so awesome looking! I researched grindstones on http://en.wikipedia.org/wiki/Grindstone_%28tool%29 and it fits the description of the earliest ones very well; using the crank handle to turn the wheel.

http://img844.imageshack.us/img844/6308/35499793.jpg you can see the guard next to the forge bellows, which is a very large one but it's used for that big fire pit. With your model, I'll most likely use different ones that are just resized in the construction set. I'm guessing it should be a little bigger than that anvil. Use your best judgement. I could send you the esp but without the meshes/textures you'd get about 6000 errors.
But you did a great job with that. How did you make it? Did you find a picture of a grindstone?
Oh and also, could you make another grindstone that is just a rectangular cube? Like a stationary one that is for sharpening small knives like tantos and daggers? The grindstone with the turn crank is for shortswords all the way up to dai-katanas and claymores, depending on the size of the stone. I'm thinking of the little ones that are like http://sp.life123.com/bm.pix/how-to-use-a-sharpening-stone.s600x600.jpg.

Thank you so much for helping me out!


EDIT: Before I forget, I also wanted to ask if you'd be able to make an arrow practice pad like the ones in Oblivion, like http://students.guildhall.smu.edu/c6/24425392/images/Team_Projects/Oblivion_Archery_Contest5.jpg. I already have the animated practice dummy mod. Would you be able to make that rack, too? Please let me know if I'm asking too much. I don't want to overload you with requests.
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JLG
 
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Post » Thu Apr 07, 2011 5:32 pm

http://www.tesnexus.com/downloads/file.php?id=20641

But you would have to get his permission.

I'm working on my own version of the wheel by itself, in case he doesn't go for porting the wheel; and if I can get it to look nice, I'll send you a copy.
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Kortniie Dumont
 
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Post » Fri Apr 08, 2011 7:25 am

That wheel looks good, Morovir, except the one aSaPp!5@ made has a turn crank. aSaPp!5@, is that crank turnable? I was thinking that if you made the crank and the actual wheel separate meshes, and set them as activators, you could script them to turn a few rotations upon activation. Kinda like the script in the http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=4091 mod where he has the torture devices set as activators.

Morovir, will you be porting those logs, garden-water-bucket-pouring-container-thing and the wheel barrow? Because those looks really good.
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Jake Easom
 
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Post » Fri Apr 08, 2011 6:25 am

Wow, that is so awesome looking! I researched grindstones on http://en.wikipedia.org/wiki/Grindstone_%28tool%29 and it fits the description of the earliest ones very well; using the crank handle to turn the wheel.

http://img844.imageshack.us/img844/6308/35499793.jpg you can see the guard next to the forge bellows, which is a very large one but it's used for that big fire pit. With your model, I'll most likely use different ones that are just resized in the construction set. I'm guessing it should be a little bigger than that anvil. Use your best judgement. I could send you the esp but without the meshes/textures you'd get about 6000 errors.
But you did a great job with that. How did you make it? Did you find a picture of a grindstone?
Oh and also, could you make another grindstone that is just a rectangular cube? Like a stationary one that is for sharpening small knives like tantos and daggers? The grindstone with the turn crank is for shortswords all the way up to dai-katanas and claymores, depending on the size of the stone. I'm thinking of the little ones that are like http://sp.life123.com/bm.pix/how-to-use-a-sharpening-stone.s600x600.jpg.

Thank you so much for helping me out!


EDIT: Before I forget, I also wanted to ask if you'd be able to make an arrow practice pad like the ones in Oblivion, like http://students.guildhall.smu.edu/c6/24425392/images/Team_Projects/Oblivion_Archery_Contest5.jpg. I already have the animated practice dummy mod. Would you be able to make that rack, too? Please let me know if I'm asking too much. I don't want to overload you with requests.


i actually just came up with the design off the top of my head :P and sure ill try to make the rack and small whetstone for you

That wheel looks good, Morovir, except the one aSaPp!5@ made has a turn crank. aSaPp!5@, is that crank turnable? I was thinking that if you made the crank and the actual wheel separate meshes, and set them as activators, you could script them to turn a few rotations upon activation. Kinda like the script in the http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=4091 mod where he has the torture devices set as activators.

Morovir, will you be porting those logs, garden-water-bucket-pouring-container-thing and the wheel barrow? Because those looks really good.


sadly it isnt turnable, im still a novice when it comes to making models, i haven't done anything animated yet. :(

but if i have some time ill try, right now Redoran Expanded is taking up the very little amount of time i have to mod.
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Casey
 
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Post » Thu Apr 07, 2011 6:11 pm

I haven't ported any of it, because the README specifically requests you don't. I'm trying to contact Meos to get permission, but if I can't, I'm creating my own version - and yes, it is animated. I can try to put a crank on it, but I don't know how to create kf's that allow you to script a start/stop sequence.
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Leah
 
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Post » Thu Apr 07, 2011 11:23 pm

I sent Meos a message too so we'll see if he replies.
I'm sure someone would know how to script it. It can be done because it's done in Privateers Hold where the torture spikes go down a certain distance when you click the crank wheel. And the crank wheel turns too. Have you played that mod yet? It's great if you've played Daggerfall before.
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Laura Samson
 
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Post » Fri Apr 08, 2011 8:58 am

Meo3000 said no. So Morovir, would you be able to make it and animate it? aSaPp!5@, are you still going to continue with the one you made? I'd really love for either of you to make one for PE. Two different models would be great since two people design things differently which gives it more realism because there is more than one type of metalsmith grinder in the world. Please.
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Laurenn Doylee
 
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Post » Fri Apr 08, 2011 1:35 am

Meo3000 said no. So Morovir, would you be able to make it and animate it? aSaPp!5@, are you still going to continue with the one you made? I'd really love for either of you to make one for PE. Two different models would be great since two people design things differently which gives it more realism because there is more than one type of metalsmith grinder in the world. Please.


yeah im going to try and animate it and the like, and probably get one of my friends to script it. I was thinking about using it in RE or another mod that i had plans for.
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Ally Chimienti
 
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Post » Thu Apr 07, 2011 9:34 pm

Awesome! How big are you making it? Like would you be able to take a screenshot of it next to an NPC in the construction set once it's near completion?
And would you also still be able to make a simple sharpening stone for short blades like http://sp.life123.com/bm.pix/how-to-use-a-sharpening-stone.s600x600.jpg?
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Lew.p
 
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Post » Fri Apr 08, 2011 8:53 am

Awesome! How big are you making it? Like would you be able to take a screenshot of it next to an NPC in the construction set once it's near completion?
And would you also still be able to make a simple sharpening stone for short blades like http://sp.life123.com/bm.pix/how-to-use-a-sharpening-stone.s600x600.jpg?



You know, the more I read this topic... the more I could see some of these things being used to enhance the gameplay beyond just looking awesome.


Imagine if you had one of those stones for sharpening a blade... and you could use it to somehow 'augment' the usefulness of the blade... to reflect actually -sharpening- the thing... thus giving you a 'Finely-Sharped Iron Broadsword' or a 'Polished, Sharpened Glass Dagger' kind of effect?


That'd be interesting. I wonder if anyone has done that kind of thing.
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Vicki Blondie
 
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Post » Fri Apr 08, 2011 5:50 am

I haven't ported any of it, because the README specifically requests you don't. I'm trying to contact Meos to get permission, but if I can't, I'm creating my own version - and yes, it is animated. I can try to put a crank on it, but I don't know how to create kf's that allow you to script a start/stop sequence.


You need to add a note track and insert notes at the start and end of the animation, then script it to PlayGroup or LoopGroup. The KF will (should) be automatically created by the exporter.
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Shannon Lockwood
 
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Post » Fri Apr 08, 2011 12:25 am

I'm almost done with the wheel. I borrowed a few bits from Meos (the bolts - I couldn't create my own bolts that were as good), but the rest is original. I'm still tweaking the wheel itself to get the shape right. I will try to replace the last of the borrowed bits with original pieces before I release, though.

I ended up using Dwemer cranks for the wheels. I hope it looks OK.

I also never figured out how to add the note track, so it's still using a plain animation. If someone could help me out with that, it would be appreciated!

Update:
http://www.4shared.com/file/F8xOqeC-/Stone_Wheel.html

The readme isn't complete - I need to figure out where the textures came from - but the model is ready for animation work. I borrowed the Dwemer fan keyframe data to make it rotate for now, but it really needs to be redone correctly.

Also, for some reason Blender is having trouble with the animation. It seems to import it incorrectly, causing the wheel to wobble instead of rotate. I have no idea how to fix that.
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Syaza Ramali
 
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Post » Thu Apr 07, 2011 8:16 pm

Maybe Peachykeen would be able to help you with that Blender issue, as I know nothing about animation. Thank you for keeping up with this, Morovir.
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Darlene Delk
 
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Post » Fri Apr 08, 2011 5:21 am

My animation is very rusty, and simple stuff was all I could ever do, but I think I might be able to rig this. I don't have Blender, though, so I'm going to have to get the model into Max somehow and then export it as a complete NIF. Any chance you could upload a .3DS or .OBJ, Morovir? Some kind of standard format that Blender and MAx can both use.

Edit: Nevermind, that archive has an NIF. I should be able to import that, or use NifSkope to export a basic mesh.
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Jordyn Youngman
 
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Post » Thu Apr 07, 2011 10:01 pm

Cool.

I am still working on the mesh, so I'm hoping that I can still prod it once the animation is done.

Update:
http://www.4shared.com/file/LYM8Reaf/Stone_Wheel_2.html

I have replaced the axle with a better looking one, and fixed the UV mapping on several bits.
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Miranda Taylor
 
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Post » Fri Apr 08, 2011 2:53 am

http://img820.imageshack.us/i/mgescreenshot62.jpg/
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cosmo valerga
 
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Post » Fri Apr 08, 2011 6:56 am

I've gotten it set up and animated. There are a few issues (some normals got flipped), but I'll post the NIF as soon as I smooth them out.

Morovir, you're probably going to want to take your fixed geometry and combine my note track with that. It has animations set up to speed up (frames 0-20), spin (20-80) and slow down again (80-100). It's all Idle1, I set up Start, Stop and Loop tags so you should be able to PlayGroup and then LoopGroup to have it spin. The animation is a bit awkward at the start and end (linear keys), so I may add more keys to smooth it out, but otherwise it should work.
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Laura Tempel
 
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Post » Fri Apr 08, 2011 5:29 am

Hey can anyone use this when it's done? It would be an awesome addition for my TC :shocking:
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naome duncan
 
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Post » Fri Apr 08, 2011 2:10 am

Hey can anyone use this when it's done? It would be an awesome addition for my TC :shocking:


im releasing mine as a resource so yes, i just submitted it to PES a few minutess ago so it should be up tomorrow.
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Tania Bunic
 
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Post » Fri Apr 08, 2011 8:59 am

As long as PK's OK with a release, I don't see any reason not to let anyone use the new stone model. I did "copy" Meos' stone for Oblivion, as it's very nice work; but this model is a recreation - not a port - so I don't think there would be any problem there. If anyone thinks it might be, PM me.
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Hairul Hafis
 
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Post » Thu Apr 07, 2011 8:15 pm

I have no problems with anything I may throw in being made a resource. Here's a link to the first version of the animated wheel:
http://www.mediafire.com/?ccaelzmo2qdgoto
Not the greatest thing in the world yet, but let me know where to go from there.
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MatthewJontully
 
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Post » Fri Apr 08, 2011 9:15 am

I have no problems with anything I may throw in being made a resource. Here's a link to the first version of the animated wheel:
http://www.mediafire.com/?ccaelzmo2qdgoto
Not the greatest thing in the world yet, but let me know where to go from there.


Ok, I integrated my static meshes with your animation data. Actually, I just added the texture links and material properties for most things - I did replace the stone's data, since I had vertex colored it, and the crank wheels - since they got corrupted somehow. (some of the triangles are missing on the crank wheel)

http://www.4shared.com/file/opVy2323/wheel2.html

Note - this requires the textures from my previous ZIP file, since this is just the mesh.

I haven't had a chance to try it yet. I just nifskoped it on my laptop. I'll try to script it tomorrow night.
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BaNK.RoLL
 
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Post » Fri Apr 08, 2011 1:39 am

Let me know if the notes are correct for the Loop points. I think they are, but I haven't animated stuff in a while. Thanks for fixing up the mesh, I'm not sure if I broke it or the importer did.
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Kira! :)))
 
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