(WIP) Pandora?

Post » Fri May 27, 2011 12:43 pm

@Dirnae: Blender has evelopes too, but you can't export them to nif!!! ;) We'll find a way to get the banshee work!!! :)


TheDaywalker :rock:
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Jessie Butterfield
 
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Post » Sat May 28, 2011 1:34 am

Ok, I've got the scripts done (but not tested yet) for the organ plants (it supports up to 9 different notes/plants, and can match a pretty long pattern). It's also amazingly simple, I'm quite happy with it (takes one long global variable and one ~10 line script on each plant, and a ~25 line script on the object that should react).
What's the script meant for, what should it do when the right sequence is found? Will it open a door, portal, what?

I also have the swamp script written up, need to test that out but I'm pretty sure it's working. It also has adjustable speed (slow-down). Unfortunately, it'll have to be a global script, placed on an activator, and the script has to be customized for each swamp region. It shouldn't be too hard to do, and is much faster and more reliable this way, just takes a wee bit of work.

And finally, I have the zone scripts working and all. I also have a brief description (http://s4.photobucket.com/albums/y145/peachykeen000/?action=view¤t=howto_zone.jpg) of how to set up the collision walls. If anyone has played Neverwinter Nights, The Witcher, STALKER, Knights of the Old Republic, it's a system similar to that (identical to STALKER's). You just need enough of the next area to be seen (and hide any funny edges), and the script takes care of the transportation. It can transport between cells or from point to point.
I'll send the script for that over to whomever is doing the world building, or if I have a list of cells and transport destinations, I can write up all the scripts, attach them to objects, and get that all over. As you can see from the picture, the marshmallow blue pieces I use for walls, and made colored boxes for the portal areas. When the player bumps those, the teleport box pops up.

I've been looking at lights, and adding like code to MGE and making it script-able might be do-able, but will certainly take some time to get working. It'd take inserting custom lights, and figuring out which should be used, and I don't know how long it'd take or how slow it might be.

Finally, I've dug up my Max installer and am working on putting it on my XP. If I get that done (and remember how to do it), anything that needs NiFlip nodes can be done easily (the official exporter for Max can export both transparency animations and animated textures (and embedded textures, if I remember right)). Anyway, I'm not much of an artist, but I can export some nodes like and you can copy/pasta them with NifSkope that if it makes things simpler for the modelers.
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Love iz not
 
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Post » Sat May 28, 2011 2:36 am

I would love to see this done with the snow in solethiem and a 12 hour timer on the foot step delete. OK, may not be very effecient but it makes me wonder how long the feetprint could persists without undo stress on the engine.

12 hours is a bit long (Most games that allow footprints these days have them fade rather quickly anyway) but if this could work that would be pretty cool.

I don't know if it's possible to detect the terrain texture on the landscape the player is walking on?
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Oceavision
 
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Post » Fri May 27, 2011 8:57 pm

@peachykeen: Thx mate, I don't know what the melody script will activate yet, maybe a door, maybe starting an animation or letting some very special plant grow, we'll see. I thought to do it this way:

We make an easy melody, let's say half a minute long and seperate that into single .wav or .mp3. It's easy to do with audacity for example. This singe melody cutouts will be added to peaceful creatures, maybe insects, which play that melody when wandering around. The player can listen to those cut outs and try to puzzle the melody together. Then he/ she can go to the plant organ and try to play it. If it is the right tunes in a row something will happen.

The portals do not need to have this invisible collision boxes, cause environment is placed on flying isles, so the ways you can walk will be limited anyway. I will make long stone bridges, wich will lead out of the cell. At end of those bridges, just a bit before cell borders we will place your portal. What do you think?


@Team: Should we make the mod dependend on MWSE, so that our scripters have more possivilities to work with? And can one use MWSE during an already started game or does one have to begin a new one so that it will work?


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neen
 
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Post » Fri May 27, 2011 6:59 pm

Should we make the mod dependend on MWSE, so that our scripters have more possivilities to work with?

No. Trust me, a mod dependent on MWSE will have far fewer people playing it...even with the recent influx of MGE users. For something that is more about the experience of the environment than it is about unique gameplay, it simply is not needed. Although there is nothing that says we can't make an add-on for those who do use MGE/MWSE. I'm thinking this would be a good place in which to test peachy's environment/atmosphere shaders. :poke:

And can one use MWSE during an already started game or does one have to begin a new one so that it will work?

Yes, it can be added at any time.
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Marine Arrègle
 
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Post » Fri May 27, 2011 5:52 pm

No. Trust me, a mod dependent on MWSE will have far fewer people playing it...even with the recent influx of MGE users. For something that is more about the experience of the environment than it is about unique gameplay, it simply is not needed. Although there is nothing that says we can't make an add-on for those who do use MGE/MWSE. I'm thinking this would be a good place in which to test peachy's environment/atmosphere shaders. :poke:


Yes, it can be added at any time.

Just wanted to give a headsup that the model file I sent you had to many polys, somehow I have no idea when it happened but apparently I did export one version with more then 4 vertices. This has now been fixed and I also somewhere a long the road lost the size thingy we had going, should be easy to fix tho, I'll send you the new mesh. You should already have recieved a PM with the textures and the old obsolete model file. New file coming now.
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Laura Ellaby
 
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Post » Fri May 27, 2011 11:50 am

Weightpainted banshee again from scratch, now it looks fine at least inside blender!!! :) One thing I'd need to know is: Cliffracers are animated to be always flying in the sky. There is no on ground resting idle. Will it be scripted somehow, that they stay on ground until player mounts it or will we mount in the air or do I have to replace wandering idle by a resting one???


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FirDaus LOVe farhana
 
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Post » Fri May 27, 2011 8:47 pm

Well you could add a few new idles, using LoopGroup to make it stay in resting position on the ground, then PlayGroup another idle when the player activates the banshee to make it fly into the air, or just skip straight to the flying mode.

You could probably also make a grounded banshee activator, then switch between the two, which might be simpler to make. But you wont be able to kill them while grounded.
RoF uses two creatures, and switches between them, which would get the best results imo, but making a seperate banshee ground creature with new animations will be tough.

Placing the banshee after flight might be a [censored] though w/o a second creature, so maybe you should just keep them in the air?
Glad you got it working now.
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naana
 
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Post » Fri May 27, 2011 6:12 pm

I could just make a ground sitting version as an activator and give it some simple animations and then it could be switched as you said, can't be that hard. I'll try it out!!! :)


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Tom Flanagan
 
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Post » Fri May 27, 2011 2:56 pm

@ Daywalker :: So i'm wondering for this mod. sometime soon I will be able to model stuff. However, For now I was wondering if you'd like help with creature/plantlife and flora concepts. designs and stuff as i am an exceptionally good artist/drawer? I'm offering any form of help i can.
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Rex Help
 
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Post » Fri May 27, 2011 1:10 pm

@TDW: I'd wait to see what Fliggerty thinks first though, I think he is doing the riding scripts, isn't he?

This is gonna be good. B)
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Danii Brown
 
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Post » Fri May 27, 2011 8:26 pm

@ Daywalker :: So i'm wondering for this mod. sometime soon I will be able to model stuff. However, For now I was wondering if you'd like help with creature/plantlife and flora concepts. designs and stuff as i am an exceptionally good artist/drawer? I'm offering any form of help i can.


I would be interested in seeing your work out of curiosity. :)

We could possibly use a good artist to come up with some interesting ideas. :thumbsup:
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oliver klosoff
 
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Post » Fri May 27, 2011 9:17 pm

I would be interested in seeing your work out of curiosity. :)

We could possibly use a good artist to come up with some interesting ideas. :thumbsup:

Well. I am a good artist or so i'm told. but for now it's going to have to stick to concepts on paper. until i can get back to using blender, then remembering how to do it again. haha. but i could come up with some things and tomarrow or the next day, show it.
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Isaiah Burdeau
 
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Post » Fri May 27, 2011 1:09 pm

Well. I am a good artist or so i'm told. but for now it's going to have to stick to concepts on paper. until i can get back to using blender, then remembering how to do it again. haha. but i could come up with some things and tomarrow or the next day, show it.


You dont have anything on the net to show?

Either way, I had an idea for the entrance to our little world here, perhaps you could give it a shot? My idea was something like a floating Romanesque gazebo rather old and beat up a bit with moss covering it. Leading up to this gazebo would be perhaps some floating stairway, and in the center would be a rather grandiose doorway which will essentially appear to lead to nowhere but is actually a portal into our newly created world. :)
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james tait
 
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Post » Fri May 27, 2011 8:44 pm

You dont have anything on the net to show?

Either way, I had an idea for the entrance to our little world here, perhaps you could give it a shot? My idea was something like a floating Romanesque gazebo rather old and beat up a bit with moss covering it. Leading up to this gazebo would be perhaps some floating stairway, and in the center would be a rather grandiose doorway which will essentially appear to lead to nowhere but is actually a portal into our newly created world. :)

I like the idea of that. I can already picture that lol. Although this is not part of this project, i can give you an example of my art. although it's when i wasn't as good but still it was good.


http://chaosgod21.deviantart.com/art/Scorpion-Drawing-117528666 It be pretty awsome, when you first enter the pandora-like world, to be standing on or near a ledge that would overview the or a beautiful jungle. or something.
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Kit Marsden
 
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Post » Fri May 27, 2011 12:07 pm

I like the idea of that. I can already picture that lol. Although this is not part of this project, i can give you an example of my art. although it's when i wasn't as good but still it was good.


http://chaosgod21.deviantart.com/art/Scorpion-Drawing-117528666 It be pretty awsome, when you first enter the pandora-like world, to be standing on or near a ledge that would overview the or a beautiful jungle. or something.


Some pretty good work there. If you could have a go at the entrance that would be great. I like the idea of being atop a cliff overlooking the entire environment, I think that would be pretty cool, perhaps we can work that in. :)
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David John Hunter
 
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Post » Fri May 27, 2011 2:11 pm

Some pretty good work there. If you could have a go at the entrance that would be great. I like the idea of being atop a cliff overlooking the entire environment, I think that would be pretty cool, perhaps we can work that in. :)

perhaps. During the next couple days i'll wip up some idea drawings. and post them.


oh ya, thank you by the way.
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Cedric Pearson
 
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Post » Fri May 27, 2011 5:11 pm

@derek robbins: Nice drawing on deviant art!!! :) Maybe you could sketch some new plants concepts, which I can make 3D in blender then. We will need a lot of new plants, don't want to have all that vanilla stuff in this mod!!!;)

@Dirnae: Yeah, we will wait for Fligg, he is the beastmaster!!! :)


@AOF: Like that idea of yours with the portal. I will make some custom one with particle effects and such goind on if you want!!! :)


Check it out, I finally got the banshee tamed. Just have to do some minor tweaks!!!:

http://www.youtube.com/watch?v=42Beo1AxTNA


TheDaywalker :rock:
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Kira! :)))
 
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Post » Fri May 27, 2011 4:17 pm

@derek robbins: Nice drawing on deviant art!!! :) Maybe you could sketch some new plants concepts, which I can make 3D in blender then. We will need a lot of new plants, don't want to have all that vanilla stuff in this mod!!!;)

@Dirnae: Yeah, we will wait for Fligg, he is the beastmaster!!! :)


@AOF: Like that idea of yours with the portal. I will make some custom one with particle effects and such goind on if you want!!! :)


Check it out, I finally got the banshee tamed. Just have to do some minor tweaks!!!:

http://www.youtube.com/watch?v=42Beo1AxTNA


TheDaywalker :rock:

@Daywalker, thank you. very much. i'd enjoy throwing together some, concepts, and when i can model again, i'll make some too. :)
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Kahli St Dennis
 
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Post » Fri May 27, 2011 1:01 pm

....
Check it out, I finally got the banshee tamed. Just have to do some minor tweaks!!!:

http://www.youtube.com/watch?v=42Beo1AxTNA


TheDaywalker :rock:

You really :rock: :shocking:

I have been to Pandora 2 times(IMAX+RealD) already. Will see it in IMAX one more time. Alien world, dream like sequences... But really second viewings don't do justice, I need different angles, infinite numbers of them.

I quite like how it fuels fellow modders here. I hope I can find time to contribute(RL is a [censored]).
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Adam Baumgartner
 
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Post » Sat May 28, 2011 12:30 am

will the na'vi be included as enemies? allies? a playable race?

if you need any help with environments and locations, I have the Avatar game, so I can provide pretty detailed maps of some pretty big locations.

you probably need a new thread soon; in a few posts this will be closed.
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adame
 
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Post » Fri May 27, 2011 11:24 pm

Check it out, I finally got the banshee tamed. Just have to do some minor tweaks!!!:

http://www.youtube.com/watch?v=42Beo1AxTNA

Maybe add some movement on the two things coming off the head. I seem to remember they were very flexible rather than being solid.
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Jessie Butterfield
 
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Post » Fri May 27, 2011 11:16 pm

@The Spartan III: If it is after me, we don't need the alies in our environment at all. Didn't like their presence in the movie anyways!!! ;)

@Yacoby: Are you serious man, it took me hours of blood and sweat to make them static!!! :rofl:


TheDaywalker :rock:
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Lucky Boy
 
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Post » Fri May 27, 2011 3:19 pm

@peachykeen: Thx mate, I don't know what the melody script will activate yet, maybe a door, maybe starting an animation or letting some very special plant grow, we'll see. I thought to do it this way:

We make an easy melody, let's say half a minute long and seperate that into single .wav or .mp3. It's easy to do with audacity for example. This singe melody cutouts will be added to peaceful creatures, maybe insects, which play that melody when wandering around. The player can listen to those cut outs and try to puzzle the melody together. Then he/ she can go to the plant organ and try to play it. If it is the right tunes in a row something will happen.

A 30-second melody would be a bit long, especially for the player to replicate (to make it easier on the player, I'd recommend 3-6 notes, no more than 8). It would also take reworking the scripts. If you want that, I can script it, but I'd really recommend that it be kept pretty short for the player.

The portals do not need to have this invisible collision boxes, cause environment is placed on flying isles, so the ways you can walk will be limited anyway. I will make long stone bridges, wich will lead out of the cell. At end of those bridges, just a bit before cell borders we will place your portal. What do you think?

To make the portal script faster (it has no FPS hit), it's better to place it on the collision box. It also prevents players with super-high speed (1000+) from running through the portal zone before the script can trigger (and checking distance is slow). You can always place the boxes at the middle of the bridges, with a little bit of the next island in low-detail.


No. Trust me, a mod dependent on MWSE will have far fewer people playing it...even with the recent influx of MGE users. For something that is more about the experience of the environment than it is about unique gameplay, it simply is not needed. Although there is nothing that says we can't make an add-on for those who do use MGE/MWSE. I'm thinking this would be a good place in which to test peachy's environment/atmosphere shaders. :poke:


I don't know how much of this will need MWSE, so I'm going to agree there. Better to supply a special addon for people with.
I've had the color mood shader done for some time, that's up on the shader wiki. I'm not sure what else would work for this environment, atmosphere-wise... Fog, possibly, coloring, maybe special bloom. I'm thinking a blue/green color mood (essentially a photo-filter type thing) and saturation (I have some new, better code for that).
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Jack Walker
 
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Post » Fri May 27, 2011 9:30 pm

I could just make a ground sitting version as an activator and give it some simple animations and then it could be switched as you said, can't be that hard. I'll try it out!!! :)



@TDW: I'd wait to see what Fliggerty thinks first though, I think he is doing the riding scripts, isn't he?


This will require some sort of saddle mesh. If we don't do that, the player will only ever stand on top of the creature. How big is that creature? I think that will determine where the rider will have to sit. Ideally I'd like to see it in front of the wings, though that would be silly if it's of a smaller scale.

I like the idea of having a separate ground version; it wouldn't be a difficult thing to switch them out when the player activates it. Of course that would be an issue if we have any sort of companion share feature...unless we do that in an MWSE addon.
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sophie
 
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