(WIP) Pandora?

Post » Fri May 27, 2011 8:50 pm

@Fligg: Ok, I will work on the fading of the mesh then and we will take horses and modify them in a similar way. IRRC all the horses heads are single meshes, so they should be easily to replace by any new custom head!!! :)

@peachykeen:

1. Plants should react to being touched with light/ sound/ damage or poison the player depending on random, certain skills of the player/ starting an animation

2. I need a script that makes an activator play a sound once!!! Will make kind of organ out of special plants. Later: If melody is right, meaning activators were activated in right sequence, something will happen...

3. I need a script where you can plant a seed and the day after a custom plant becomes enabled. Similar to playertower in tel Ulvirith.

4. I need a script that does teleport the player, when he/she steps on certain activator.

5. I need a script that slows the player down, when walking on a plane mesh. Want to simulate movement in swamp!!!

6. I need a script that glues the player onto a moving activator (floating rocks and so). Movement will be not just up and down.


Ok, that's more then enough for now I think, still sure you wanna help??? :)



TheDaywalker :rock:
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james reed
 
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Post » Fri May 27, 2011 1:08 pm

Dragon looks good, can't wait to see body and textures :D
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Jeneene Hunte
 
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Post » Fri May 27, 2011 1:30 pm

2. I need a script that makes an activator play a sound once!!! Will make kind of organ out of special plants. Later: If melody is right, meaning activators were activated in right sequence, something will happen...


You know, I always expected something like to happen with the 6th House bells in Ilunibi. Can't tell you how many hours I spent the first time I played MW trying to hit those things in the right order to make something happen.

Edit: Forgot the reason I actually came to this thread just now.

New video: http://www.youtube.com/watch?v=4zA0RDecUT4

This shows the actual illumination of the lights now. Both of those sets of plants have a slightly different light tint. I'm still playing with some other variations, going to try some really extreme colors like pinks and blues to see how it looks.
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JD FROM HELL
 
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Post » Fri May 27, 2011 10:07 am

You know, I always expected something like to happen with the 6th House bells in Ilunibi. Can't tell you how many hours I spent the first time I played MW trying to hit those things in the right order to make something happen.

One of the Sixth House mods actually does that. You have to strike the bells correctly to play eight notes of a song, it then transports you to Mr. Ur so you can chat.
[/OffTopic]
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Nikki Morse
 
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Post » Fri May 27, 2011 9:04 pm

Video is good, Fliggerty.

@AOF:
Can you add some screens in the first post to show us your (all team's) progress? Just screens, that Daywalker showed us.
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Emily Rose
 
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Post » Fri May 27, 2011 12:28 pm

@Fligg: This looks beautiful yet, can only get better now!!! :foodndrink:


Here's my final design for the dragon. As soon as I have a skeleton plus animation, I will start working on the body. Cliffracer animation doesn't suit such a model very well, so hope o get a real dragon animation soon!!! :)

http://pic.leech.it/i/004fd/3584213finalbeast.jpg
http://pic.leech.it/i/79aa9/bc17272efinalbeast.jpg


TheDaywalker :rock:
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HARDHEAD
 
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Post » Sat May 28, 2011 12:20 am

Tell me which color you think looks best:

http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=17&image_id=128
http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=17&image_id=127
http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=17&image_id=126
http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=17&image_id=125
http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=17&image_id=124
http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=17&image_id=123
http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=17&image_id=122
http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=17&image_id=121

Although I doubt we can make any sort of decision until we get such plants properly textured and placed in the environment. I'm just having fun here. :hehe:
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Naughty not Nice
 
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Post » Fri May 27, 2011 10:36 am

Yap, we will have to wait until final textures are done!!! :) Got another idea: Maybe we could let the plants express in what mood they are by using a certain color. For example if you want to harvest something and light is red, which means plant is angry as f..., chance to get damage/ poison is increased by 25%, LOL!!! ;)


TheDaywalker :rock:
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Anna Watts
 
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Post » Sat May 28, 2011 12:24 am

Sent right foot test to Fliggerty =)
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Cat
 
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Post » Fri May 27, 2011 9:32 pm

Here's my final design for the dragon. As soon as I have a skeleton plus animation, I will start working on the body. Cliffracer animation doesn't suit such a model very well, so hope o get a real dragon animation soon!!! :)

http://pic.leech.it/i/004fd/3584213finalbeast.jpg
http://pic.leech.it/i/79aa9/bc17272efinalbeast.jpg

So.. you are planning to make a creature, right? Heh.
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Trevor Bostwick
 
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Post » Fri May 27, 2011 1:31 pm

:shrug: Why wouldn't the cliffracer animations work?

http://nosologeeks.es/wp-content/uploads/new_avatar_screen_ng_rda_vs_banshee_1280x720_nosologeeks.jpg

http://www.avatarplanet.net/wp-content/uploads/2009/10/avatar-Mountain-Banshee-Creature-580x377.jpg

They're built very similarly to cliffracers, (for example, no legs), and the second set of wings wouldn't necessarily have to be animated. Otherwise, the animations in the Reign of Fire mod are also very good, though those dragons don't very much look like the banshees in Avatar.
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dav
 
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Post » Sat May 28, 2011 2:18 am

Oh, I thought they had legs!!! :) Well, they will have to sit on the ground in any way, so the smaller wings will have to be animated too, but shall be no problem. Maybe I can customize cliffracer-skeleton and animations a bit!!! :)


TheDaywalker :rock:
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Jaki Birch
 
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Post » Fri May 27, 2011 12:36 pm

Oh, I thought they had legs!!! :) Well, they will have to sit on the ground in any way, so the smaller wings will have to be animated too, but shall be no problem. Maybe I can customize cliffracer-skeleton and animations a bit!!! :)


TheDaywalker :rock:

sounds good to me! Cant wait to see this thing animated. The head looks great as well :)
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Alada Vaginah
 
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Post » Sat May 28, 2011 12:11 am

Tell me which color you think looks best:

Although I doubt we can make any sort of decision until we get such plants properly textured and placed in the environment. I'm just having fun here. :hehe:


I liked id=121, id=125, and id=126. The others seemed too 'off', one even looked like a banana :P

As far as the fading goes, is it possible to make several entries in the CS of the same light meshes, with different radii, then switch them out via scripting as the player gets closer or farther away? Or add the same mesh with different light intensities, and switch those out via scripting as the player's distance from them changes? Eh, you've probably already thought of/tried that, but I don't want any idea of this project to fail :/
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BrEezy Baby
 
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Post » Sat May 28, 2011 1:20 am

Here's the video of the initial "lighting up ground while walking" effect.

http://www.youtube.com/watch?v=Gm1kl5ez49U


And I think I just got a PM with the tex for the left foot. Maybe I'll be back in a few with another vid. :hehe:
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Steve Fallon
 
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Post » Fri May 27, 2011 8:13 pm

Nice, I love the error since I forgot to take away collision. Man, I always wanted to just walk into the air haha.
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Juanita Hernandez
 
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Post » Sat May 28, 2011 1:45 am

Here's that error, caused by placing a mesh with collision below the player's feet then raising it up a small bit...gives me ideas! ;)

http://www.youtube.com/watch?v=suyI9pg2We4


And here's the effect as it is now, with both feet working. C_Mireneye did a fantastic job grasping my rambling, incoherent explanation of what I needed and delivered magnificently!

http://www.youtube.com/watch?v=0zTnn7wJjQ4
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koumba
 
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Post » Fri May 27, 2011 12:37 pm

I like it, but we should make it fade out too!!! :) Maybe even loose size from edges to center!!! Can't wait to see all features of this mod done, must be like "system overflow", when you first enter our new environment!!! I posted some of the things in my german forums, even Oblivion modders "envy" this WIP, LOL!!! ;)


TheDaywalker :rock:
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Trish
 
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Post » Fri May 27, 2011 12:22 pm

Here's that error, caused by placing a mesh with collision below the player's feet then raising it up a small bit...gives me ideas! ;)

http://www.youtube.com/watch?v=suyI9pg2We4


And here's the effect as it is now, with both feet working. C_Mireneye did a fantastic job grasping my rambling, incoherent explanation of what I needed and delivered magnificently!

http://www.youtube.com/watch?v=0zTnn7wJjQ4

Awesome scripting Fliggerty, without your incoherent rambling I would have been at loss at what you would need so it's cool =) I'll work on making them fade for some seconds, can't be that hard. If I could suggest anything I would want the steps to be larger, quite easy to fix now that I know the center and position of the texture.

These will look spectacular with upcoming glowmaps =)
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Amie Mccubbing
 
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Post » Fri May 27, 2011 1:42 pm

wow love the footstep lights!!!

Quick question: how will it effect FPS/performance/stability? I mean if the script is running all the time in that cell and the player will be doing lots of walking, thats a lot of disabled footsteps building up in the saved game. Also is the script large/heavy? - by this i mean would it be running all the time? Or in certian areas? is it a large script? Can it be turned off if there are problems?

Sorry to nit pick but i just want this mod to be so.....perfect :P

Now i can imagine that the script would cause no performance problems at all, but in a world that is looking pretty script heavy you cant blame me for being cautious no? Please fligg put my wandering mind at ease and just sit me down with a cup of tea and say: "hey dude, its Pandora. You know, from Avatar? Yeah that one....theres no problems." :P
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Georgia Fullalove
 
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Post » Fri May 27, 2011 12:19 pm

@Mireneye: I think easiest way would be to copy/ paste NiVisibleController from Almalexia.nif, never tried it though, but can't be that difficult I suppose!!! ;) If we can't get it work, we can still summon one of the Niftools guys!!! :biglaugh:


TheDaywalker :rock:
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Rhysa Hughes
 
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Post » Fri May 27, 2011 8:41 pm

@Mireneye: I think easiest way would be to copy/ paste NiVisibleController from Almalexia.nif, never tried it though, but can't be that difficult I suppose!!! ;) If we can't get it work, we can still summon one of the Niftools guys!!! :biglaugh:


TheDaywalker :rock:

Easiest but imo. if we want single veins pulsing and other stuff only partially fading the only way to go is niflip controller maybe mixed with what you pupose to give it the best effect, I was working with this for Hexagonica but never got anywhere because I was to lazy to add all images to the niflipcontroller manually.

I would like to have, i'm pretty sure it was PHijama who did some tests with the niflip controller, just looking at that .nif will help lots =)
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Brandon Wilson
 
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Post » Fri May 27, 2011 6:54 pm

I made a NiFlipController animation for my mod "grimchand", you can check out this too. Here's an old tutorial, where is described how to do it. You got to add a NiBaseAnimationNode too. If you can't get it done, let me know, then I'll help!!! :)

http://frworld.wikispaces.com/Nifskope+-+Animated+Textures


TheDaywalker :rock:
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Claire
 
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Post » Fri May 27, 2011 7:48 pm

wow love the footstep lights!!!

Quick question: how will it effect FPS/performance/stability? I mean if the script is running all the time in that cell and the player will be doing lots of walking, thats a lot of disabled footsteps building up in the saved game. Also is the script large/heavy? - by this i mean would it be running all the time? Or in certian areas? is it a large script? Can it be turned off if there are problems?

Sorry to nit pick but i just want this mod to be so.....perfect :P

Now i can imagine that the script would cause no performance problems at all, but in a world that is looking pretty script heavy you cant blame me for being cautious no? Please fligg put my wandering mind at ease and just sit me down with a cup of tea and say: "hey dude, its Pandora. You know, from Avatar? Yeah that one....theres no problems." :P


Don't worry about these, the scripts are very lightweight. Also they won't be stacking up in the save file, I used both SetDelete and DontSaveObject to prevent just that from happening. The main script is always running, but there's not much to it at all; it is just detecting some sounds. And if we find that there is any sort of impact here, it would be a simple thing to reduce the life of the footprints a bit to help out with that.
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Cash n Class
 
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Post » Fri May 27, 2011 12:24 pm

Don't worry about these, the scripts are very lightweight. Also they won't be stacking up in the save file, I used both SetDelete and DontSaveObject to prevent just that from happening. The main script is always running, but there's not much to it at all; it is just detecting some sounds. And if we find that there is any sort of impact here, it would be a simple thing to reduce the life of the footprints a bit to help out with that.

awesome, i am just discovering this "dontsave object" and "setdelete" so its all cool. I knew there wouldnt be much of a problem but i just wanted to double check :)
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marina
 
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