Filling the Skies
#26
Guest_Chrysoli_*
Posté 29 mars 2011 - 02:42
Guest_Chrysoli_*
#27
Posté 01 avril 2011 - 10:52
I stumbled across the Emitter wizard so this is my first play with them. I've gone with the concept of harnessed, fire elementals as propulsion. I think the visual works okay for now.
social.bioware.com/uploads_user/757000/756604/107509.jpg
I want to get a 3rd model done, then I'll release them on the vault, For each model I want to do a couple of landed placeables, at least 2 flying animations (with pilots hopefully!). Once they're done I'll try doing some tileset versions, then release the whole pack.
Again, having great fun with GMax
Glum
P.S. Other shots here social.bioware.com/756604/albums/1130135
Modifié par cyberglum, 01 avril 2011 - 10:55 .
#28
Posté 02 avril 2011 - 12:57
karvon
#29
Posté 02 avril 2011 - 03:48
#30
Posté 02 avril 2011 - 04:04
#31
Posté 04 avril 2011 - 01:58
Looks good, though I hope you work on flocks of birds.
#32
Posté 05 avril 2011 - 12:27
OTR - The blimp is doing a Circle 10 of the large squares across, running at 2400 frames to complete the circut. Its a nice, slow, lumbersome crawl
Spent the last 2 days working on the 3rd model - a combat vessel I've dubbed the Skyraider. I think I've pretty much reached the limit on how big an object you can put in the sky and keep it mnagable with this 3rd model. I'm pretty pleased with it. Very steampunky but still with plenty of fantasy and a little anime chucked in for good measure. You can watch it slide past below:
www.youtube.com/watch
As a word of warning, both the Blimp and Skyraider are quiet large models and pretty demanding. If you loose sight of them in an area they do foce a momentary lag spike, but its nothing terrible. any tips on reducing whatever causes this is appreciated. I assume its the polygon counts...?
The next step should be for me to really get my head around animating placeables, but it still eluding me. For now, except for a few tweaks I need to do the 3 models are finished as placeables. Once I've done those I want to get a flying tile done for each of them. I really *cannot* wait to get on board one in-game.
In this respect, anyone know of a good tile set editing tutorial, or want to hold my hand through it - I'm a quick learner. I'd be happy just getting 1 tile group done of the models in the air with nothing below them for one of the basic sets.
Cheers,
Glum
#33
Guest_Chrysoli_*
Posté 10 avril 2011 - 05:10
Guest_Chrysoli_*
For myself, it's been difficult moving forward, mainly due to not having the time for this. This last week though, I did manage to complete the basic ships I wanted to get in game as moving placeables, including one docking Carrack.
I've started playing with docking some_ux's airship (bringing it down from the sky in a nice spiral/arc combo, landing ... then taking off again, using the same technique I used for the docking ship. I thought the airship would be easy, after all the time spend fussing over ship wakes and sea spray on water ... and the gradual ending and starting of same at the docking point. (and oh yeah, that did take forever - the emitter-work on the ships - getting it looking acceptable on water).
At any rate, the airship is giving me some grief too - some wobbles at the matching point - between arriving at dock - the departing. So that's not ready for prime-time yet. I do *almost* have all the matching tile groups done for the ships I have as placeables. In my case, this is easier though, as there are already the *floating* ship tile groups for the ships (or almost all anyway) I am using. I am just adding spray and wake emitters to the groups bow animation loop1.
What I have finished though, like I mentioned earlier, is the basic group of placeables. Here's what's been done with this version, which I hope to upload to the vault when the tile groups are done:
NOTE: I left the 3 placeables (Airship, Carrack and Caravel) that were in the original hak as is - in case folks were using them and had them set a certain way. Nothing has changed at all with those original three placeables.
The New Stuff:
Added 18 new ship placeables:Airship - Slower Speed Version
Carrack - Slower Speed Version
Caravel - Slower Speed Version
Merchant Vessel from HoU
Merchant Vessel from HoU - Alt Textures
TNO's *Big* Ship
TNO's Cog
Oriental Ship
Rural Ship from NWN Basic
TNO Big Ship - with aurora base offset 20 and 40 meters, with a 20 and 40 offset model for both left and right sides. This works great for distance ships sailing by. This allows for base placement close to shore (so animation is visible to player), yet the ships themselves can be quite distant.
Carrack - Same offset features as above.
Carrack - Very Slow Speed - Dockable Version
All new placeables have:
A placement node added to each model.
Lower travel speeds in general, with different speeds on different vessels.
Ship pilots
Refined emitters and wakes
They use the *on* animation for ease in scripting for movement. There's no animation if placeable is set to static, default or deactivated
Videos I finally figured out how to do, of the models in action, and the docking Carrack:
NWN Placeables: Slower speed airship and two new animated moving ship placeables
www.youtube.com/watch
NWN Placeables: Three new animated moving ship placeables
www.youtube.com/watch
NWN Placeables: Three new animated moving ship placeables - One Docking
www.youtube.com/watch
Credits:
Airship Model: Some_ux - http://nwvault.ign.c...s.Detail&id=167
Carrack Model: Some_ux & batinthehat - http://nwvault.ign.c....Detail&id=4208
Caravel Model: Some_ux - http://nwvault.ign.c...s.Detail&id=527
Oriental Model: coulisfu - http://nwvault.ign.c....Detail&id=2225
Flowing River Demo: gaoneng - http://nwvault.ign.c....Detail&id=6658
How-to Tutorial: OTR - http://nwvault.ign.c...s.Detail&id=621
Inspiration: cyberglum - http://nwvault.ign.c....Detail&id=8027
I'll keep you posted on my progress.
Modifié par Chrysoli, 10 avril 2011 - 05:24 .
#34
Posté 10 avril 2011 - 05:33
That. Is awesome.Chrysoli wrote...
NWN Placeables: Three new animated moving ship placeables - One Docking
www.youtube.com/watch
#35
Posté 10 avril 2011 - 09:02
Modifié par Bannor Bloodfist, 10 avril 2011 - 09:02 .
#36
Posté 10 avril 2011 - 09:19
Any chance you could add the rowboat and fishing boat to that pack as animated placeables?
Karvon
#37
Posté 10 avril 2011 - 02:13
Thanks!cyberglum wrote...
OTR - The blimp is doing a Circle 10 of the large squares across, running at 2400 frames to complete the circut. Its a nice, slow, lumbersome crawl
Looks good, I really like the emitter for the big engine.You can watch it slide past below:
www.youtube.com/watch
If your model is in ascii, maybe it's because the model is being compiled and recompiled on the fly as it enters and reenters your view? From the description, that sounds like it could be it. For things without skinmesh, give this model compiler a try. It seem to work the same as the BioWare DDS converter and it has allowed me to stuff insanely complex models into NWN without much problem. That compiler is a monster. By using it to compile a 16x16 tile group I was able to get all 256 tiles to load just about instantly in the toolset. If for some reason that doesn't like the model and you think you're doing everything correctly, try this one. Between the two of those, one of them should have you covered.If you loose sight of them in an area they do foce a momentary lag spike, but its nothing terrible. any tips on reducing whatever causes this is appreciated. I assume its the polygon counts...?
Also, if my geometry is fairly large I like to do a vertex weld to 1.0cm on all the verts and then, IIRC, do a Vert Snap before saving out and compiling. If you have VelsTools, there's a nice interface for doing those two functions under the "Toolbox" rollout. On bigger things you usually won't notice any loss but you'll probably have to re-do your smoothing groups.
The animations are set up on the model base just like they are in the mesh-along-the-spline-path tutorial, just there are more animations with different names. I think they're off,off2on,on and on2off. In my Land n Takeoff demo you can probably export to ASCII one of the landing craft and look at how I did the animations on the model base- but really, any placeable that can be activated should have those animations on them. If you take some time to play with simple animations on a cube, for instance, you can start to get the hang of animations for non-organics pretty quickly.The next step should be for me to really get my head around animating placeables, but it still eluding me.
I don't think it works under anything but a full version of 3DS Max, but Velmar's TileSet Creator (upgraded from v2.04 to v2.07) was the first thing I actually kicked out a tileset completely from scratch with. Even comes with a 5-part demo video set. Using just that and JLen's set editor (only to create the ITP from the .SET) was all I needed. That's if you have access to a full version of Max. Hopefully someone can either do the group for you or give you some detailed help doing it under GMax. If I had the time, I'd do it for you but RL is not that kind at the moment.In this respect, anyone know of a good tile set editing tutorial, or want to hold my hand through it - I'm a quick learner. I'd be happy just getting 1 tile group done of the models in the air with nothing below them for one of the basic sets.
Modifié par OldTimeRadio, 10 avril 2011 - 02:17 .
#38
Posté 10 avril 2011 - 02:35
Time very well spent, though. Those emitters, especially in the 2nd of those three demo videos you posted, are really pro! I did a double-take when I saw how you'd taken the concept behind gaoneng's flowing water and merged it with the last part of the wake of the ship. Wow.Chrysoli wrote...
...(and oh yeah, that did take forever - the emitter-work on the ships - getting it looking acceptable on water).
Your third video with the ship pulling up to the dock is just awesome, right down to the captain steering the thing! The great work in this thread is a perfect example of why I still love modding and playing NWN.
Modifié par OldTimeRadio, 10 avril 2011 - 02:36 .
#39
Posté 10 avril 2011 - 02:51
cyberglum wrote...
Just something I wanted to share, if people are interested then I can package them up and post them on the vault.
I needed to get the skies populated in the module I have been developing for far too long now and after watching OTR's very easy to follow tutorial on placeable animations I got to work!
www.youtube.com/watch
Modifié par AndarianTD, 10 avril 2011 - 02:52 .
#40
Guest_Chrysoli_*
Posté 12 avril 2011 - 05:44
Guest_Chrysoli_*
Karvon, a rowboat gives me pause. Mainly for the same reason that some_ux's Longships are not in. And that reason is... oars. I just can't see doing them as moving ships with stationary oars. I wish I had the skill set to animate them, but I just don't know how I would even start such a task. And really, I'm feeling like I'm close to having spent too much time on these already
#41
Posté 14 avril 2011 - 03:55
#42
Posté 14 avril 2011 - 02:10
What he said...nothing short of awesome..._six wrote...
That. Is awesome.Chrysoli wrote...
NWN Placeables: Three new animated moving ship placeables - One Docking
www.youtube.com/watch
#43
Posté 15 avril 2011 - 01:13
this is awesome to the 10x
when (not if mind you hehe) you post this please do so with that lovely little area you did up for the video of the docking boat. I am sure many many PW/mod builders would use that right out of box as is.
great work. I already credited your work on my PW as I am that convinced it will be part of my PW (it is now, but its not the live version) but I am holding off for what seems to be an updated version I see...so I will wait a little longer.
did I say that was awesome yet?
#44
Posté 15 avril 2011 - 02:18
#45
Posté 15 avril 2011 - 03:38
TSMDude wrote...
What he said...nothing short of awesome..._six wrote...
That. Is awesome.Chrysoli wrote...
NWN Placeables: Three new animated moving ship placeables - One Docking
www.youtube.com/watch
OK .. missed this video recently. Watched it and had a "gamegasm" today that leaves me speechless.
#46
Posté 15 avril 2011 - 05:54
I finally got around to packing up the new flyers I'd been working on.
The flying Speeders hak has been updated and contains the following:
-8 Speeders from the original release
-16 new larger flying ships, including the following:
Lambda class Shuttle
Sentinel class Shuttle (new model d/l free from the web, also includes the non-animated version placeable)
Ministry class Shuttle
Y-wing
Z-95 Headhunter
A-wing
Blacksun Ship
Slave 1
BSG Viper
Wraith Fighter (new model d/l free from the web, also includes the non-animated version placeable)
Rusty Cargo Hauler
Dropship
Chico's Trader
Chico's Fighter
Various flight patterns have been used. I've not finished any land and take off animations yet, but once I finish working on the fantasy airships I'm working on I might go back and update the hak.
nwvault.ign.com/View.php
Enjoy!
'Glum
#47
Guest_Chrysoli_*
Posté 18 avril 2011 - 02:05
Guest_Chrysoli_*
I love that little *spy-bot* thing - or whatever it is - that is floating around the center of town - that's slick!
#48
Guest_Chrysoli_*
Posté 20 avril 2011 - 05:00
Guest_Chrysoli_*
http://nwvault.ign.c....Detail&id=8028
There is a ton of information in the read_me that's not on the vault page itself, so I do suggest anyone using these files read that. In many hours of testing, I've discovered a lot of screen drawing idiosyncrasies, that are dependent on the players actions, and you might want to be aware of before using these placeables.
I'm very pleased with how everything turned out - but am not sure I'd want to tackle something like this again. Though I confess, there are still two concepts really gnawing at me.
1. Invisible dock tiles (well, all the ship parts removed from tiles, just the water and underwater remain) with the visible tile woks, using invisible placeable blockers placed or unplaced depending on ship location, with placeable doors for player boarding and entering a ship interior after arrival. I had this almost working, then after about the 20'th or so test, the mod crashed. Crashed and would not even open in the toolset. Since then, I think this was an unrelated issue, but all that was backed out for this update. Maybe down-the-road?
Oh, the placeable gangplanks made for this concept are in this update. These gangplanks are matches for the tile group the ship is matched to, and would appear where the tile gangplank was in the visible version of the tile group, after the ship had docked. There's also some functions in the ship include script related to this concept - now commented out.
2. Forest tops group placeables, animated to move below the floating airship tile group. This may not be practical at all, due to possible file size, but it might be worth a try anyway - to see. Perhaps with correct fog setting to minimize the detail needed below ... this really interests me.
Kalbaern, your point is well taken about the travel speeds and I've tried to address that with speed variants of most models. I've discovered the slower you make these things go - the bigger the file becomes - fast!
#49
Posté 20 avril 2011 - 08:02
#50
Posté 20 avril 2011 - 09:35
That bit caught my eye. This is almost certainly because your keys are baked out at one key per frame. It's likely that you don't need that fine level of animation, though, especially since you're animating an inorganic object. If you look here and scroll down till you hit "Important 3ds Max & Gmax Scripts [Updated! 04/13/2010]" you'll see "Key Reducer" highlighted in blue and a link to download his toolpack.Chrysoli wrote...
I've discovered the slower you make these things go - the bigger the file becomes - fast!
Just copy "NeoDexKey Reducer1.0.ms" into your GMAX scripts directory, where you can run it with menu item MaxScript-> Run Script menu item in GMAX or simply drag and drop the script into the GMAX window while it's running. Add objects, muck around with the threshold and click Do the Job!" button and it can help you clean up redundant animations.
You can also just a much less intelligent (probably) key bake routine in the NWMax Bake Anims itself, just by changing the "Sample Interval" before baking. The higher the Sample Interval, the more deadspace there will be between animation keyframes. With a more intelligent key reducer by BlinkBoy you can choose to only lay down keys whose changes are higher than a threshold that you set. Still requires tweaking but almost always yields better results and "better" in this case means smaller filesize without looking noticably different.
You might also find a nice mix, like doing position keys as at a preset interval and rotation keys at a threshold interval gets you closer to something you're happy with.
Modifié par OldTimeRadio, 20 avril 2011 - 09:39 .





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