(WIP) Pandora?, thread 2

Post » Sun Jul 25, 2010 3:08 pm

Old thread has reached post limit, so here's the new one!!! :)


TheDaywalker :rock:
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Yama Pi
 
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Post » Sun Jul 25, 2010 7:36 am

Had a thought last night, it'd take a bit of work to pull off, but would look awesome:
Have a quest or some sequence where the player is taken captive, or otherwise forced to jump off of the side of one of the floating islands. As they fall (we can make that go slower, for a "slow motion" effect), have a companion (probably someone they met earlier) fly under them riding one of the critters, with another empty one the player lands on. Trigger a riding script, and have them follow the friend, escaping from whatever pushed them off.

It's possible, with some clever scripting. I think the whole thing could be synchronized pretty well. It's also possible, using a clone of the player, to have a cinematic camera and scripted cutscenes (this only works if you use MWSE to clone all items, or have a logical reason, such as being in prison, for the player to wear a particular suit).
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Oceavision
 
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Post » Sun Jul 25, 2010 7:49 pm

Just saw the movie in IMAX 3D... I want to go to Pandora now!

@TheDaywalker: In regard to your animated mesh video; the back wings on your mesh don't move, at all. While I was watching the movie, I noticed the back wings fluxed and became taut and then lax again at different points of the flight.
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Cathrin Hummel
 
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Post » Sun Jul 25, 2010 9:34 am

@haplobartow: Yeah, I know!!! :) As the skeleton and animation is that of the cliffracer there is no bones or animation for a second pair of wings. But I may weightpaint the backwings slightly onto a tailbone or front wing bone, so that it follows their movement!!! ;)


TheDaywalker :rock:
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xemmybx
 
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Post » Sun Jul 25, 2010 9:41 am

Well, these were a couple of concepts I was going to use in a mod that Oriphier and I had thought about doing, but he went and got involved with RL and has no time for modding right now, so I figured you guys could play with them if you'd like.

http://i4.photobucket.com/albums/y131/Skinjack/concept.jpg

I think I used a reference drawing from this guy on DeviantArt for the Worm Spike, but for the life of me I can't find it now. But he has lots of other interesting stuff if you care to browse through it.

http://iririv.deviantart.com/art/Plants-97266210

As for the Worm Spike, you could always retexture it in a glowing yellow/red and call it Fire Whip. Two plants in one.
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Chloe Botham
 
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Post » Sun Jul 25, 2010 11:21 am

Plants look good, will check out DA page tomorrow, need to get some sleep now!!! :)


Thx, TheDaywalker!!! :rock:
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Daddy Cool!
 
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Post » Sun Jul 25, 2010 2:01 pm

NO SLEEP!
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Stace
 
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Post » Sun Jul 25, 2010 8:50 am

@Fligg: The banshee has the actual size of a cliffracer now, but we could make it any scale we want to. I will import a character into Blender and make him sit on the model, so I can see what size looks best. I also think having the player sitting infront of the wings is best place. Will the saddle be placed on the banshee by script too, or does my model already have to include the saddle?


The saddle will actually be pants. The purpose of it is to bend the player around to the sitting position needed for this to work. It will be force-equipped when the riding begins.
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Nitol Ahmed
 
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Post » Sun Jul 25, 2010 11:57 am

@haplobartow: Yeah, I know!!! :) As the skeleton and animation is that of the cliffracer there is no bones or animation for a second pair of wings. But I may weightpaint the backwings slightly onto a tailbone or front wing bone, so that it follows their movement!!! ;)

Cool; I'm not too familiar with modeling/texturing/animating, so weightpaint is a new term for me.

SLIGHT AVATAR SPOILER
On a different subject, are there plans to attempt the plants at the beginning of Jake Sully's first "world trek" that spark the first "big" encounter? The orange glowing ones he tries to touch that kind of act like out-of-water coral?
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[Bounty][Ben]
 
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Post » Sun Jul 25, 2010 2:31 pm

Cool; I'm not too familiar with modeling/texturing/animating, so weightpaint is a new term for me.

SLIGHT AVATAR SPOILER
On a different subject, are there plans to attempt the plants at the beginning of Jake Sully's first "world trek" that spark the first "big" encounter? The orange glowing ones he tries to touch that kind of act like out-of-water coral?



I already thought about making those plants, because technically it would be very easy to do. Just a simple shapekey or scale-animation, but as I already said, I'd rather not like to do too exact copies of the models from the movie, maybe something similar, we'll see!!! :)

@Fligg: Can't we get the player into a position where he's leaning more forward? And when the banshee flies, is it just the player walking then with invisible legs or do we have the smooth flying animation of the banshee itself???


TheDaywalker :rock:
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Alexis Estrada
 
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Post » Sun Jul 25, 2010 4:00 pm

About plants.. Maybe something like this: http://i262.photobucket.com/albums/ii100/GreatKalian/TES%20Work/0c200f920963.jpg. I mean something similar.
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Devils Cheek
 
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Post » Mon Jul 26, 2010 12:13 am

on the subject, perhaps some real life references, maybe just as inspiration
http://www.rareexotics.com/images/store/item_2310.jpg
http://www.rareexotics.com/images/store/item_2519.jpg
http://www.rareexotics.com/images/store/item_2505.jpg
http://www.rareexotics.com/images/store/item_2533.jpg
http://www.rareexotics.com/images/store/item_2568.jpg

not too alien, but I hope it helps.
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sunny lovett
 
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Post » Sun Jul 25, 2010 9:59 pm

http://www.rareexotics.com/images/store/item_2568.jpg


I have this one at home, it's AWESOME. When I saw it I was like "Wow, aliens are attacking" o_O
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Sarah Knight
 
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Post » Sun Jul 25, 2010 5:07 pm

on the subject, perhaps some real life references, maybe just as inspiration
http://www.rareexotics.com/images/store/item_2310.jpg
http://www.rareexotics.com/images/store/item_2519.jpg
http://www.rareexotics.com/images/store/item_2505.jpg
http://www.rareexotics.com/images/store/item_2533.jpg
http://www.rareexotics.com/images/store/item_2568.jpg

not too alien, but I hope it helps.



Do you know the names of any of those plants?




Sorry I haven't been around much, I have been busy with Christmas and New Years junk, I hope to be back into the swing of things very soon. :)

I have some of the main island remapped. I tried to map it so that the seams can be or will be hidden from view. I will hopefully have the island finished soon so i can move onto other things.

I have been thinking about the texturing, If you don't feel comfortable enough with Photoshop then please send the models to me and I will texture them but please have them mapped. Try to make the maps as continuous as is possible as to limit the seams or so that I can make it without seams at all.
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Colton Idonthavealastna
 
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Post » Sun Jul 25, 2010 9:07 am

Do you know the names of any of those plants?


I'm no botanist, but this is what they were listed as in order:

Hecthia Rosea
Tillandsia Fasciculata
Tillandsia Prodigiosa
Tillandsia Tomasellii
Vriesea X Inspiration

not so much names as classifications
all from here if you want to take a look yourself:
http://www.rareexotics.com/store/index.php/cat_52

edit:typos
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flora
 
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Post » Sun Jul 25, 2010 10:25 pm

@AOF: Thx for remapping the main island!!! :) I'm quite good with photoshop, but I svck at texturing, never was my favorite subject!!! Actually I'm still working on the banshee. I began with the sitting version and try to get a better UV-map for the beast. Unwrapping the head gives me real headaches!!!

Thx to all you other guys for the references of plants, I think I will make some new plants tne next days!!! ;)


TheDaywalker :rock:
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Isabella X
 
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Post » Sun Jul 25, 2010 11:10 pm

@AOF: Thx for remapping the main island!!! :) I'm quite good with photoshop, but I svck at texturing, never was my favorite subject!!! Actually I'm still working on the banshee. I began with the sitting version and try to get a better UV-map for the beast. Unwrapping the head gives me real headaches!!!


Sorry I didn't mean to suggest anybody was bad at photoshop in general, I wasn't really speaking to anybody in particular even. I was trying to suggest that I am fairly good at texturing, it is my favorite part of game design and I thoroughly enjoy doing it and thoroughly hate mapping and would be happy to assist anybody with texturing their models for the mod. :) I apologize if what I wrote came across as denigrating. :S


Anyway, if you rather not do textures then by all means send the models to me and I will be happy to make the texture(s) however I would prefer if it is mapped. :)
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.X chantelle .x Smith
 
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Post » Sun Jul 25, 2010 7:15 pm

Oh, I misunderstood you too. I thought you liked UV-mapping too, lol!!! Well, I have to correct myself: I like making textures, but I utterly hate making UV-maps!!! Now I got it right!!!;)

Whatsoever, I just made some kind of shrinking plant and send the meshes to Fliggerty. I quickly put on some textures, for testing only. If it works, I can make all kind of animations on plants, that will get triggered on contact or whatever!!! :)


TheDaywalker :rock:
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James Hate
 
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Post » Sun Jul 25, 2010 10:06 am

I'm no botanist, but this is what they were listed as in order:

Hecthia Rosea
Tillandsia Fasciculata
Tillandsia Prodigiosa
Tillandsia Tomasellii
Vriesea X Inspiration

not so much names as classifications

these are plants that live on trees and are not parasitic at all (they also can live on stones) - this is what tillandsia says. there are several of these. usually they look quite ordinary as long as they don't bloom.
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Daniel Holgate
 
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Post » Sun Jul 25, 2010 8:12 pm

I've been off for a few days, haven't done much. I have received several PMs with various resources. Just stating here to everyone that I fully intend to get some work done on these tomorrow.
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Sunny Under
 
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Post » Sun Jul 25, 2010 3:42 pm

Hi everyone,

Sorry I haven't been doing anything, it's been exceptionally rainy here on the west coast and I can't get the proper photographs in such low light levels. But stay tuned, there will be a break in the weather soon enough.
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gary lee
 
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Post » Sun Jul 25, 2010 9:00 pm

@Team: I'd suggest, we should look for some suitable ressources and get started with worldbuilding. We can replace plants with our own custom ones lateron though. If we wait until we have enough stuff modeled ourselves, weeks and month will pass without any progress at all. We won't be able to build a whole environment with let's say 10 new 3D-models. So please give this a thought!!! ;)


TheDaywalker :rock:
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Cesar Gomez
 
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Post » Sun Jul 25, 2010 6:59 pm

The professional way of doing thins would be to export lots of plannes meshes but only as a box which represents how big it is and then when things get closer and closer to being finished you replace those boxes. This way worldbuilders can do their thing while modelers take their time, doing their thing.
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Meghan Terry
 
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Post » Sun Jul 25, 2010 5:28 pm

Doesn't work for me this way, that's twice as much work and you get no picture of what you're building at all. Let's see it realistic, how much active 3D-modelers are we? 3-4? How much has being accomplished so far since project began 4 plants, a landmesh and some effects? All work sofar was nice, so please don't get me wrong, but the average progress of this WIP is like 0,0000009%. If we'd use ressources and some nice retextures and mix that with our handmade models, we'd definately give this WIP a more realistic chance to get done one day!!! That's my personal opinion.

If you really want to build the whole thing with ustom models only, then there have to be produced at least 1-2 models a day/ person and that is not the case here, is it!!! No offense, just pointing out the facts!!!


TheDaywalker :rock:
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Lily Something
 
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Post » Sun Jul 25, 2010 3:54 pm

Doesn't work for me this way, that's twice as much work and you get no picture of what you're building at all. Let's see it realistic, how much active 3D-modelers are we? 3-4? How much has being accomplished so far since project began 4 plants, a landmesh and some effects? All work sofar was nice, so please don't get me wrong, but the average progress of this WIP is like 0,0000009%. If we'd use ressources and some nice retextures and mix that with our handmade models, we'd definately give this WIP a more realistic chance to get done one day!!! That's my personal opinion.

If you really want to build the whole thing with ustom models only, then there have to be produced at least 1-2 models a day/ person and that is not the case here, is it!!! No offense, just pointing out the facts!!!


TheDaywalker :rock:

I totally see and respect that. Once I get going I can produce a bunch of stuff, but right now I want to get one thing right.

A criteria for producing models on a per day basis is to have resources to do so and this project lacks that, there's no lists close to no concepts and lots of loose ends and ideas. I think we need to get our act together a bit I'm assigned to do one thing right, and that is the whole ground lightup thingy that I'm working with Fliggerty on. After that I might involve myself further but for a succsessfull project we need to have a plan.

That's my personal opinion.

I respect what you are saying, it's definitely facts but I have a hunch those are only facts because we make them so, we need a claimlist of models or somesuch so that we can visually see how things are getting a long. And so that us modellers always have something to work with, that is if they find time and will to do so. Right now we are kind of tumbling around in the dark.

I care about this project in a similar way as you do, it's rare to see collaborations of a "bigger" scale around her and as such I'd like to see this done =)

On a more workrelated note, I tried my mesh ingame today, the thing is that while animation works in Nifskope it doesn't appear ingame. Well.. I guess simply setting it up as activator is not enough? Anyhow the mesh that Fliggerty has has no alpha property, dunno how I forgot that o_O Will send another one over once I get the animation working in the game.
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gemma
 
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