(WIP) Pandora?, thread 2

Post » Sun Jul 25, 2010 5:31 pm

So, you want to make this mod MGE dependant? I for one am against that. There was talk about worry that too much detail would bog down lower end systems, and to my knowledge MGE would bog down anything without a strong enough graphics card. The computer I play morrowind on has 1G of graphics memory, but you already heard why MGE won't work for me, and the computer being discussed isn't even allowed on the dialup internet as it has no protection as the software on it has an expired license, and I can't do anything about that as it is more of a family computer so my dad controls that. But like I said, we don't want to bog down low end computers or basically raise the graphics card requirement above what Morrowind requires.
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Emily Rose
 
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Post » Sun Jul 25, 2010 1:16 pm

So, you want to make this mod MGE dependant? I for one am against that. There was talk about worry that too much detail would bog down lower end systems, and to my knowledge MGE would bog down anything without a strong enough graphics card. The computer I play morrowind on has 1G of graphics memory, but you already heard why MGE won't work for me, and the computer being discussed isn't even allowed on the dialup internet as it has no protection as the software on it has an expired license, and I can't do anything about that as it is more of a family computer so my dad controls that. But like I said, we don't want to bog down low end computers or basically raise the graphics card requirement above what Morrowind requires.

Everything is modular. I have this idea only, I don't want the whole thing being MGE dependent, just an additional feature and that is a maybe. My intention is, a true flying experience should not have interrupted, and it must support a decent height. MGE folks can enjoy that, and there are so many of us. That could be added last, if added. And it will take the hard work of MGE programmers most at the end anyway...

MGE is not that demanding, it is bad configuration. There are many possibilities within MGE for the eye-candy this mod targets. Those steps might be aligned to ground with MGE for example.
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Melis Hristina
 
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Post » Sun Jul 25, 2010 11:02 pm

@Fligg: Both are minor problems that can be tweaked easily. Collision can be taken out and pulsing can be made any speed we want to. As I still should have the original mesh, I will take care for that and load it up at GHF once again. I will check the alpha too!!! :)

EDIT: Done!!! Check PM at GHF!!! ;)


TheDaywalker :rock:
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gary lee
 
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Post » Mon Jul 26, 2010 5:39 am

Everything is modular. I have this idea only, I don't want the whole thing being MGE dependent, just an additional feature and that is a maybe. My intention is, a true flying experience should not have interrupted, and it must support a decent height. MGE folks can enjoy that, and there are so many of us. That could be added last, if added. And it will take the hard work of MGE programmers most at the end anyway...

MGE is not that demanding, it is bad configuration. There are many possibilities within MGE for the eye-candy this mod targets. Those steps might be aligned to ground with MGE for example.


I like the idea of a modular setup. maybe one flying mod without MGE, and one with. I have flown with a custom race that had a CE item for 300 pts levitate and I didn't have a lot of issues with loading screens. The animation was terrible because I was a dragon like race waddling rapidly through the air LOL, but it is an example of fast flying in relation to loading areas.

Also, I figured MGE would be hard on weaker graphics cards because I originally had been using my laptop with a built in 64MB graphics card and morrowind was rather choppy. Playable, but mildy irritating. With MGE giving infinite view distance I could see a major bog down given that my laptop had trouble with the vanilla max view distance.

oh, and earlier I brought up making a bow modeled after the ones in a movie and I was wondering if it would be possible to toggle them between bow and blunt weapon because they used them like beating sticks to great effect in the movie.
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i grind hard
 
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Post » Mon Jul 26, 2010 12:15 am

I have been absent for a bit. Was a busy week or so for me, and sorta got into some trouble. :D

Anyway, I will be getting back to work on things soon enough. Right now my main focus will be on finishing the mapping of the island and finishing up the tree.

Once the island is done perhaps we can start making some tests in the CS. :)
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Amber Ably
 
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Post » Sun Jul 25, 2010 11:00 pm

Ok, I'm actually working on further animated plants and I'm learning 3ds max, so that I can make us some new particle effects!!! ;)


TheDaywalker :rock:
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Shae Munro
 
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Post » Sun Jul 25, 2010 5:00 pm

Ok, I'm actually working on further animated plants and I'm learning 3ds max, so that I can make us some new particle effects!!! ;)


TheDaywalker :rock:



Just wanted to make sure that you are aware that only the official NIF plugin for max 4 and 5 can export particles if I remember correctly.




My to do list:

~Finish mapping the island

~Finish decorating the tree (on hold for a while until we get further along)

~Finish texuring and exporting all models I have made up to now and getting them set in the CS.



General to do list (anybody is welcome to help out with these if they like):

~We need rocks, all sorts of rocks. This should be a relatively easy task. (I have plans to start on some rocks after the island is mapped if nobody else offers. Reference images are available)

~Fell trees (logs) covered in moss and plant life. These will be used as bridges and as forest clutter. (Reference images are available)

~Tree stumps, again covered in moss and plant life. (Reference images are available)

~An entrance to the new environment. The concept is a moss/vine covered Romanesque gazebo on a small floating island with floating stone stairway leading up to it. In the middle of the gazebo will be an extravagant doorway which appears to lead to nowhere but will transport you to "Pandora" when walking through.



I think that is all for the time being. :)
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Taylor Tifany
 
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Post » Sun Jul 25, 2010 10:26 pm

I'm banging my head on my keyboard over these light-up steps. I don't know what's going on, but suddenly they are preventing the player from actually moving. They don't have any collision, and because they are placed by script the collision shouldn't work anyhow. And yet after the first step is taken, we end up stuck. :shrug:

Just had to vent for a moment. I'll figure it out. :hehe:
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Erich Lendermon
 
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Post » Sun Jul 25, 2010 1:48 pm

@AOF: I can make those rocks. How had you imagined to make the moss on it? Just another texture or textured planes with alpha transparency or what else? :)

@Fligg: I will check the collision of the mesh ingame. I will scale it up to human size and will try to walk through. Hope it was not a mistake I made!!! ;)


TheDaywalker :rock:
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Melung Chan
 
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Post » Sun Jul 25, 2010 11:50 pm

I really don't know what the problem can possibly be, honestly. When you create an object reference in the game that is an activator, it won't have collision until it is either disabled/enabled, or the cell changes. That is a real difficulty that I have had problems with in the past. Then the one time I plan on using that bug as a feature, it isn't working. :banghead:

I set it to be a misc object, which never has collision. That works perfectly well. The only problem is that the name of the footprints shows up when you look at them. :shrug:

I'm taking a break from this to play with the shrinking plants.
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Marcus Jordan
 
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Post » Mon Jul 26, 2010 3:04 am

@AOF: I can make those rocks. How had you imagined to make the moss on it? Just another texture or textured planes with alpha transparency or what else? :)

@Fligg: I will check the collision of the mesh ingame. I will scale it up to human size and will try to walk through. Hope it was not a mistake I made!!! ;)


TheDaywalker :rock:



For now I think it would be fine with just some simple rock models, we can add moss and that sorta thing later. I want to make sure the textures will coexist with the islands textures as best as possible. I will send you some reference images I have on my comp in a bit.
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Guy Pearce
 
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Post » Sun Jul 25, 2010 11:00 pm

@AOF: Alright!!! ;)

@Fligg: It's not your fault!!! Mesh still has collision, although I have added NiStringExtraData NCO. I will have to check the nif again, must be a mistake inside!!! ;)


TheDaywalker :rock:
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Jack Moves
 
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Post » Sun Jul 25, 2010 7:24 pm

Here's an interesting read on the modeling of Pandora (the movie):

http://io9.com/5444960/avatars-designers-speak-floating-mountains-amp-suits-and-the-dragon
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Marlo Stanfield
 
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Post » Sun Jul 25, 2010 3:46 pm

@Fligg: I forgot to link the NiStringExtraData to the 0NiNode, fixed it now and collision is off!!!! Sry, if I caused you a major headache!!! Fixed version will be send by PM at GHF now!!! ;)


TheDaywalker :rock:
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daniel royle
 
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Post » Sun Jul 25, 2010 7:58 pm

That works well TDW. :goodjob:

And on another note, see the shrinking plants here:

http://www.youtube.com/watch?v=jjABhVPr0iU
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Erika Ellsworth
 
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Post » Sun Jul 25, 2010 2:47 pm

AWESOME!!! :rock:

Btw, the textures you see in this video are not the finals!!! We should add some shrinking sound to the plants too, in order to make it more interesting. And maybe I should slightly slow down the shrinking process, so you can see it better ingame!!! ;)


TheDaywalker :rock:
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Laura
 
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Post » Mon Jul 26, 2010 12:34 am

Just thought of something while trying to map this island......

Rather then having invisible walls would it be possible to have a script that can place the player back onto the island near the point they fall or jump off? Basically a script that activates when the player reaches a certain point below the island or a certain horizontal distance?
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Tom
 
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Post » Sun Jul 25, 2010 3:37 pm

Yes, that can be done. It's not incredibly difficult either.
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Kelly James
 
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Post » Mon Jul 26, 2010 5:01 am

Just thought of something while trying to map this island......

Rather then having invisible walls would it be possible to have
a script that can place the player back onto the island near the
point they fall or jump off? Basically a script that activates when
the player reaches a certain point below the island or a certain
horizontal distance?



If the island is not actually in water (say floating in mid air
in an interior cell set to act as an exterior), then when the
player falls past the last/bottom most object in the cell,
they are automatically placed back at the starting point
(no script needed). I took advantage of this in floating
mage island (with an island guide that explains this as a
"protective" measure, should the player fall over the edge).

If the islands are in water, though, then they would need
a script if the player swims (at least on the horizontal [one
could swim in that direction forever]). Swimming down,
though, would eventually have the same effect as the
previously mentioned method.
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meghan lock
 
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Post » Mon Jul 26, 2010 6:56 am

There is no need for such a script, cause game engine does it automatically. Doesn't matter in what direction you move, at a certain distance you get teleported back to the point you were, when cell had been loaded for the first time. I'd like the player to be able to fall off the flying isles, else there will be no thrill at all, when climbing or balancing across roots and stuff. I thought of placing a giant invisible plane under the isles, just a bit earlier then cell border and when player falls onto that plane, he shall be killed by script, just for the case he/ she has active magic, which would prevent from dying!!! ;)


EDIT: WOOT, where did Westly come from all of a sudden, lol!!! :biglaugh:

TheDaywalker :rock:
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Emily Shackleton
 
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Post » Mon Jul 26, 2010 5:09 am

There is no need for such a script, cause game engine does it automatically. Doesn't matter in what direction you move, at a certain distance you get teleported back to the point you were, when cell had been loaded for the first time. I'd like the player to be able to fall off the flying isles, else there will be no thrill at all, when climbing or balancing across roots and stuff. I thought of placing a giant invisible plane under the isles, just a bit earlier then cell border and when player falls onto that plane, he shall be killed by script, just for the case he/ she has active magic, which would prevent from dying!!! ;)


TheDaywalker :rock:


You're pretty harsh, aren't you. :P

If you're going to slow down the shrinking morph animation on those plants, don't slow it down by too much, I like how it looks atm. :)
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carly mcdonough
 
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Post » Sun Jul 25, 2010 11:08 pm

Yap, I'm pure evil, lol!!! :rock:

I just wanted to slow the shrinking down as much as it needs, so that you can see it is shrinking and not just an exchanged mesh. Just a slight touch!!! ;)


TheDaywalker :rock:
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Marlo Stanfield
 
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Post » Sun Jul 25, 2010 8:45 pm

Alright well its good to know it is in the engine already. :D :whistle:
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Theodore Walling
 
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Post » Sun Jul 25, 2010 9:26 pm

The shrinking looks like it's going well, although I would like to suggest that they are placed in a such a manner so that when shrunken down, they still remain in a small pod-shape (like ampoule pods) above the ground; right now they shrink all the way into/underneath the ground. In other words, think of it like a flowering plant; it is open during the day to catch the sunlight, but at night when the moon comes (or the player, in this instance), it closes back up/shrinks down, yet it's still in a bit of a pod shape sticking up out of the ground.
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jessica Villacis
 
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Post » Sun Jul 25, 2010 4:25 pm

They don't shrink into the ground. Fligg must have planted them a bit to deep, because he couldn't preview how small they get at end of animation. If they are placed right, they will always stay above the ground!!! :) I will work on these plants again and make them a bit more eyecandy. This all was just for testing and seeing if it works as imagined.


TheDaywalker :rock:
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Mark Hepworth
 
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