Those clips are looking good. You've got those set up in a tileset LoW?
I could see it being possible even in a tileset based version of it to switch stormy to calm and vice versa with clever us of JumpToLocation. Set up two identical ships in areas of the map that can't see each other, and port everything in the area one ship to the other based on "weather changes".
Likely the same could be done to simulate meeting another boat. I'll be looking forward to trying out the finished products from you, ShadowM, and OTR once they're all finished.
Well we are using placables, which would be easy to script destroy nice clear day placable / create stormy placable at same waypoint. The transition might look weird, but just guessing it look better then being jump through areas.
Wow, that's incredible! Your water texture is perfect and the sounds and everything...just stunning! That's what that effect is all about, IMO. I can't tell if you have animated verts on those waves but the texture is so nice I'm not even sure you need it.
Along with the other questions people are asking, what's the size of your world sphere?
yes, its placeables right now. I created a extra version of a tile in the microset that is bank (no tile renedered, so I dont have to worry about the plane of water clipping) .
I finally have the seamless motion down, so now its more of 'prettying everything up for release)
I have so far the following.
Sea Travel Slow (day and night versions) -( Day version shown in clip)
Sea Travel Fast (day and night versions)
Stormy Travel Fast (day and night versions) (night version shown in clip)
Seasick Stormy Fast (only night version)
Additionally, you could separate the placeables a bit... Have calm weather skybox, then for stormy weather load in stormy sky*ball* around ship, *then* (arfter a bit of ominous skies, load in the stormy waves (off cycle = matches calm), activate it (OnToOff ramps up wave action to stormy), On = Stormy wave cycle, OnToOff calms the seas afterward, then switch back to calm wave placeable and a bit later clear the skyball to reveal the skybox.
Similar technique (if you have the observer nailed to the center of the area) could be used to cycle the sky from dawn to noon to dusk to night (dying cycle) to midnight (dead loop).
[edit: I think going with the placeables and adding roll, pitch and yaw is crucial to imparting the motion of sailing. The tileset would be the foundation, but the action would be done with placeables]
all credits goto Babayaga for the actual texture (I used from his waterfall effect with his as usual kind permission)
the verts are not moving at all, that texture just looks so nice that I just stretched some verts to create the quick moving bumpy parts and packed other verts closer together for the ripple effects..
around 1800 cm is the xyz sphere size.
the water plane is 2000x2000
I am currently creating 2 layers of moving texture (as seen in babayagas falls) and I also edited the skyshere texture to allow easy (cut and paste) of other images to give users chance to create their own skies.
Ideas I am currently playing with:
1) Moving the ocean and sphere seperately so ones pitches a tad more than the other..see if it adds greater immersion
2) Lava Ocean? Blood Oceans? do we need anything aside from your standard water?
I will upload the actual max files shortly for those of you that might want to work with what I have so far.
also, the Caravel (ship) is by BatintheHat, not me. .
Thanks Lordofworms for the upload when it comes, save me a lot of time. So will all can use Babayaga texture? He does great textures work(well all his work great). Yeah I know the Caravels is Bats, I was just wonder what everyone thought of the emitters effect at the base of his boat. If that the kind of effect we want to add.
the boat I have already has emitters such as those, they just dont seem to show up well in the pixelated vid. but they are there.
as for BabaYaga.. he has the same good nature as OTR and myself, if its released the community can edit/rework as they wish.
here is the link to the 3ds max file and textures. (i didnt include my modified microset tile or ship textures but if you need em, I can reupload as a full package.)
This just keep getting better and better. I see I'm going to have to revamp the sea travel for my PW with the results of this. It's just so much more immersive than a ship sitting on flat water with just some emitter splashes and wake.
Great work there Mr. Worms. I'd love to see what everyone's been doing as an air bubble for a skyship. So instead of water rolling on by, we see different sized clouds rolling below the airship or along its side.
The creative energy contained in this thread right now is a bit overwhelming to be honest.
Has anyone here read about the journey of Kon-Tiki? My campaign is not going to take place on a raft, but the book was an amazing read and described many interesting phenomena of prolonged life at sea.
Lordofworms - that looks very good, although a friend of mine who spent a good part of his life at sea says it looks like the boat's going at 20 knots, which would be a good speed for a racing yacht and an outstanding speed for a larger vessel. So I would recommend you take that as your 'faster' option. The rough seas look great too, although there does appear to be a giant wave at the front that never quite crashes into the boat.
Don’t know if any of these would be useful as reference to any degree, but will post them anyway:
The idea to have the options for different speed/time of day/weather is fantastic, although, as Rolo Kipp suggested, it would be good to include some intermediary stages between ‘blue sky’ and ‘big storm’.
This would also need some good skyboxes to go with the better quality sea, particularly the starry sky that the sailors would use for navigation.
In case of skyships (and normal ships too) – would you see the clouds move both below and above them? Would it be possible to simulate flying at a great height or into a storm cloud? I’m mulling over including a skyship component into my story: two ships will set out, a seaship and a skyship, meant to travel together, but one might mysteriously disappear at an early stage of the journey and the seaship will continue by itself, hoping to solve the mystery of this disappearance as well as discover that lies beyond the ocean.
The ship model in lord of worm’s clip [Carrack in CEP, I believe] is currently my favourite to use in the campaign, but it’s a bit too small for the total of 50-ish people (NPCs + PCs) populating it – e.g. it is not realistic for all of the crew to come out on deck without standing like sardines in a can. In the setting used both the seaship and the skyship are a novel design of ships, custom made for the long journey, fast, manoeuvrable and large enough for a decent crew and many weeks of supplies. The ship tile would basically need to be 1.5 to 2 times larger than the current Carrack, come with enough visible levels and doors and in several modes: with sails down, sails up and docked (with sails partially up or torn, and all sail types moving slightly in the wind would be a bonus). The carrack has most of these and is a really good design, but still a bit too small for what we should ideally have. I would look into ways to just simply make a tile with enlarged version of existing appearance (if the resolution doesn’t look to weird as a result).
Some further ideas:
-another moving placable [or even a creature] that looks like a wave that ‘attacks’ anyone on deck and either deals minor damage or sweeps them overboard.
- ability for players and creatures to be ‘overboard’ and possibly even ‘swim’ on the sea surface [and in case of sea monsters attack those on the ship deck].
- a variation of the night sea that includes phosphorescent waves - as the ship moves through the water, it disturbs the water and makes the phosphorus catch light.
-(if someone does decide to do a sea-focused tileset) – tiles for ships in the process of sinking, ships on reefs, beach waves small-to-large-to-giant.
- dolphins, sharks, giant squid tentacles, flying fish and realistic-looking sea birds.
- someone also mentioned cannon and simulating battles between ships, e.g ships being boarded by pirates etc.
Modifié par KlatchainCoffee, 01 avril 2012 - 12:27 .
Second the wish for having walkable/swimmable seas for creatures and PCs that could be used in conjunction with these effects.
Would also like to see some small walkable boats: a longboat, rafts of various sizes, small rowboat, canoes of various sizes, outriggers of various sizes.
Would be nice to have some walkable rocks and reefs.
Here is a very early look at the Airship work-in-progress. youtu.be/ET7-HrscWvE please note: I made a very small area so yes you can see the edges where the tileset ends...but final version will have edges cleaned up. Just a early shot to let people offer input on how to make it better/suggestions.
I am also aware the speed is pretty fast, but that is easily fixed...so I am not going to worry about it at the moment until I get everything else looking better.
LordofWorms: airship stuff looks good, but what's even better is that it's given me some ideas for story and for ways of in-game solutions to some very real logistical issues with running an online campaign.
Modifié par KlatchainCoffee, 02 avril 2012 - 09:21 .