hmm thnx for all the support, but for anyone wondering it isnt a tileset, but a placeable object. so tilefading is out the window on that :-/
ill keep at it, as it only seems to appear to the objects i added into the 2da file, even though theyre the same specs as the nw2warship .mdl...
im sure there is a simple solution (as it always seems to be), but it only appears to be just very specific (i have two other models, one that flies around, and two stationary models) one stationary model and the "landing" version disapear when i get too far (as i meant to say earlier, *not* disapear when i get too close)
On The inquiry of Animations and Airships....
Débuté par
Wall3T
, mars 04 2011 06:37
#26
Posté 09 mars 2011 - 02:26
#27
Posté 11 mars 2011 - 01:30
Edit: Okay issue fixed, seems that when i set the object to static is appears further away... not sure why that is but i dont have a good understanding on the inquiry of "Static" objects...
#28
Posté 11 mars 2011 - 03:53
This looks gorgeous (a tileset verison would really optimize it for use... just one group with walkable decks so it could be boarded... pretty please!)
#29
Posté 12 mars 2011 - 08:33
lol thanks for the kudos Garahir, but you see...
this is my very first creation for NwN... so im afraid i dont know much in the ways of tileset designs...
but i have to agree, because ive been wanting a version of my airship like that for awhile now, so i could have players walk updeck to look out at a skylight view...
i though to add this song to the mix when you were updeck because it fit so well with the theme:
or this one
call me a dork, but i like these songs
this is my very first creation for NwN... so im afraid i dont know much in the ways of tileset designs...
but i have to agree, because ive been wanting a version of my airship like that for awhile now, so i could have players walk updeck to look out at a skylight view...
i though to add this song to the mix when you were updeck because it fit so well with the theme:
or this one
call me a dork, but i like these songs
Modifié par oOKyeOo, 12 mars 2011 - 08:41 .
#30
Posté 12 mars 2011 - 11:16
Heh, first song might work, that second one though, well, let's just say that you would never find that one on my system.
#31
Posté 13 mars 2011 - 01:26
Beautiful airship.
Can we have it without the music?
Can we have it without the music?
#32
Posté 13 mars 2011 - 11:57
wow, its great to have all this feedback on my airship
i really like it too...
as for The music... it will be just for show... i may never even put it in...
and as far as acquiring my airship, im going to pass on it until i make at least 2 more diffrent airships... sorry ^^ i want something to really show for it when it comes out...
So far there are plenty of complications involved with my airship becaues for one: it overwrites the nwn2warship model
two: i have it implemented into a combo hak
three: i have three (four including the overide model) of the same airship...
as soon as i tackle these (which since i know how to do now) ill begin on my next model...
as for The music... it will be just for show... i may never even put it in...
and as far as acquiring my airship, im going to pass on it until i make at least 2 more diffrent airships... sorry ^^ i want something to really show for it when it comes out...
So far there are plenty of complications involved with my airship becaues for one: it overwrites the nwn2warship model
two: i have it implemented into a combo hak
three: i have three (four including the overide model) of the same airship...
as soon as i tackle these (which since i know how to do now) ill begin on my next model...
Modifié par oOKyeOo, 13 mars 2011 - 11:58 .
#33
Posté 15 mars 2011 - 11:11
Eagerly looking forward to the eventual release of your airships.
Also, I'll be making them into walkable tiles myself when you release them, so people should have no fear on that score (With your permission, of course, oOKyeOo).
Also, I'll be making them into walkable tiles myself when you release them, so people should have no fear on that score (With your permission, of course, oOKyeOo).
Modifié par Eradrain, 15 mars 2011 - 11:11 .
#34
Posté 16 mars 2011 - 10:31
not at all Eradrain,
by all means i encourage you to too :3 and anyone else, to freely modify, and or change them as you see fit...
As of right now my biggest concern is that my airship has abit of a high poly count... so when ill release them, ill do so as-is because i dont want to deal with it lol...
edit:
on another note... dont expect these to come out within the month or even two, ive got alot going on right now thats keeping me from even doing the changes i want to my first airship right now D:
so my expectations to get at least three out are a long term goal that goes along with my P.W...
by all means i encourage you to too :3 and anyone else, to freely modify, and or change them as you see fit...
As of right now my biggest concern is that my airship has abit of a high poly count... so when ill release them, ill do so as-is because i dont want to deal with it lol...
edit:
on another note... dont expect these to come out within the month or even two, ive got alot going on right now thats keeping me from even doing the changes i want to my first airship right now D:
so my expectations to get at least three out are a long term goal that goes along with my P.W...
Modifié par oOKyeOo, 16 mars 2011 - 09:13 .
#35
Posté 22 mars 2011 - 10:53
though long overdue, i present to all my earliest "draft" of my Theatre Ship: The Prima Theatrum
the textures arent there, but it uses the nwn2 Ghost Ship model so it will (hopefully) be my prettiest airship yet :3

R.P Info:
Name:The Prima Theatrum Mk. I:
Date Construsted: 1650 M.Y (Midland Year)
Lead Engineer Designer: Talus Gringer (head of the GLEE Giuld)
Crew: 50
Passengers: 120 (plus crew)
The largest ship in her class, and a one of a kind airship. Developed by the engenious minds of the G.L.E.E Giuld (or the Gnomish League of Extraordinary Engineering) at the Imperial ship docks where the Mk. II Aerowind Ship is now under construction...
The Prima Theatrum is a theatre/ entertainment ship That cators to people of both high and low wealth making it a well known (and much loved) ship. She tours the Empire providing famouse theatrical performances, and even doubles as a luxury Cruise liner for there wealthy and famous. Often for not, she is known to take tours outside and amongst the many Famouse Southern States of Midland.
Though quite large for a ship of her kind, she is surprisngly fast using state-of-the art engineering techniques and her massive Core Myst Engine, she can cruise up to a top speed of about 8 knots.
She is the first of many airship designs, but is the only of its class. It is rumored that a Mark II is in the works... but that is only just a rumor...
the textures arent there, but it uses the nwn2 Ghost Ship model so it will (hopefully) be my prettiest airship yet :3

R.P Info:
Name:The Prima Theatrum Mk. I:
Date Construsted: 1650 M.Y (Midland Year)
Lead Engineer Designer: Talus Gringer (head of the GLEE Giuld)
Crew: 50
Passengers: 120 (plus crew)
The largest ship in her class, and a one of a kind airship. Developed by the engenious minds of the G.L.E.E Giuld (or the Gnomish League of Extraordinary Engineering) at the Imperial ship docks where the Mk. II Aerowind Ship is now under construction...
The Prima Theatrum is a theatre/ entertainment ship That cators to people of both high and low wealth making it a well known (and much loved) ship. She tours the Empire providing famouse theatrical performances, and even doubles as a luxury Cruise liner for there wealthy and famous. Often for not, she is known to take tours outside and amongst the many Famouse Southern States of Midland.
Though quite large for a ship of her kind, she is surprisngly fast using state-of-the art engineering techniques and her massive Core Myst Engine, she can cruise up to a top speed of about 8 knots.
She is the first of many airship designs, but is the only of its class. It is rumored that a Mark II is in the works... but that is only just a rumor...
#36
Posté 10 mai 2011 - 10:46
hey everyone!
im back, and i aplogize for the long wait...
i have been busy modding so i never had the chance to show everyone what ive been up too... and its quite abit, but enough of that i came back in need of a question:
i still have, and use quite often, my airships... but i want to know if its possible to make more than one multiple animation at once.
ex: i want to create a model & animate the rotor/ proppellers of my airships while stationary. Is it possible to move them all at once?
im back, and i aplogize for the long wait...
i have been busy modding so i never had the chance to show everyone what ive been up too... and its quite abit, but enough of that i came back in need of a question:
i still have, and use quite often, my airships... but i want to know if its possible to make more than one multiple animation at once.
ex: i want to create a model & animate the rotor/ proppellers of my airships while stationary. Is it possible to move them all at once?
#37
Posté 10 mai 2011 - 10:48
*my thought on the idea was to link the proppellers to a parent then animate, would that work? if anyone as any idea (or know if its even possible) let me know! :3
#38
Posté 10 mai 2011 - 10:57
oOKyeOo wrote...
*my thought on the idea was to link the proppellers to a parent then animate, would that work? if anyone as any idea (or know if its even possible) let me know! :3
Yes, it is possible. It is very tedious though.
You have to animate each object seperately, IE: create the object(1st propellor), and animate normally, complete with setting individual time keys etc. Create second object (2nd propellor) and animate it as well. Note that if they face the same way, IE both pointing in same direction etc, you can clone the 1st one as an instance. If they point in different directions, then you yave to create a separate object (cloned as copy) and animate it separately by creating the animation keys etc...
It can work, but it is tedious.
Your uplift propellors would have to be different from the propulsion objects since they would be facing different directions.
#39
Posté 10 mai 2011 - 11:55
i see, how very clever... i had a feeling it could be done that way, but it doesnt hurt to ask first...
thanks for the help as always Bannor! i was thinking about making staionary models that you watch the propellers move and the ship sway in the wind...
thanks for the help as always Bannor! i was thinking about making staionary models that you watch the propellers move and the ship sway in the wind...
#40
Posté 10 mai 2011 - 11:56
I also need to downsize my newset Airship (see picture above) it has too many polygons and makes the game lag when your close to it...





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