<wishing he could fly...>
Gorgeous!
Have you ever seen Castle In The Sky by Miyazaki? One of my all time favorites for flight sequences.
*sigh* I want to work on this so bad my toes are itching <um, boss? that's...>
Passion. Yes, I know. <no, I was saying...>
Desire. Enthusiasm. We get it. <no! your itching is...>
Spirit! Will you *drop it* bird?! <... sure, boss>
Sheesh.
<...to Laputa>
Sea Waves
Débuté par
KlatchainCoffee
, mars 22 2012 12:58
#76
Posté 02 avril 2012 - 04:49
#77
Posté 02 avril 2012 - 09:26
Very nice!
#79
Posté 03 avril 2012 - 01:43
Niiice! That looks very cool, man.
#80
Posté 03 avril 2012 - 11:06
Excellent work ShadowM!!
#81
Posté 04 avril 2012 - 08:18
I can only say again that I'm very impressed by all the responses and hope I didn't appear like I was asking for the moon with my longer post. The stuff here is already more than I could have hoped for in many ways and that was just some ideas voiced for the odd chance someone would feel like doing them.
There is little I can offer in return other than extensive thanks, but if any of you have an interest in taking part in a sea-adventure weekly campaign - either as a player or as a 'guest star', please let me know.
There is little I can offer in return other than extensive thanks, but if any of you have an interest in taking part in a sea-adventure weekly campaign - either as a player or as a 'guest star', please let me know.
#82
Posté 07 avril 2012 - 08:10
A bit off topic, but out of curiosity, can this manner of object (skysphere bubble) be made as a creature object in addition to a placeable object?
Combined with the visibility manipulation options in NWNX (which allow visibility to be set for creatures but not placeables), you'd be able to make some interesting nightmarish overlays even in a multiplayer environment that were only visible to a specific player.
Combined with the visibility manipulation options in NWNX (which allow visibility to be set for creatures but not placeables), you'd be able to make some interesting nightmarish overlays even in a multiplayer environment that were only visible to a specific player.
#83
Posté 11 avril 2012 - 10:17
OTR: do you have a working tileset for the ship at sea?
Lord of worms: the link social.bioware.com/project/8131/#files to the file shows [no files]. Also do you have a working air ship tile set?
I would like sea travel, and airship travel. I am willing to work on the tileset my self, or help.
Lord of worms: the link social.bioware.com/project/8131/#files to the file shows [no files]. Also do you have a working air ship tile set?
I would like sea travel, and airship travel. I am willing to work on the tileset my self, or help.
#84
Posté 15 avril 2012 - 12:20
I've been working on a basic one. Will post when I'm done.Greyfort wrote...
OTR: do you have a working tileset for the ship at sea?
#85
Posté 15 avril 2012 - 08:23
I am almost finished with my release as well, for CC builders a few notes.
I edited the microtileset to add these new features in, so if your actually using that set in your own PW/MOD you will have to duplicate the set as a different one. why anyone would use the microset itself is kinda beyond me since it doesnt contain ANY features that Rural doesnt already have.
I should have it available on the vault by next week...or if your in a real hurry and know how to edit haks/extract you can download my "wrm_PW_COREh.7z" from my arbor falls download page.
http://nwvault.ign.c....Detail&id=7716
and extract to your hearts content....hell there might even be a few extras in there you all might want..permission granted ahead of time to repackage,recompile,edit,rip,steal my childs cereal...its all good...
I edited the microtileset to add these new features in, so if your actually using that set in your own PW/MOD you will have to duplicate the set as a different one. why anyone would use the microset itself is kinda beyond me since it doesnt contain ANY features that Rural doesnt already have.
I should have it available on the vault by next week...or if your in a real hurry and know how to edit haks/extract you can download my "wrm_PW_COREh.7z" from my arbor falls download page.
http://nwvault.ign.c....Detail&id=7716
and extract to your hearts content....hell there might even be a few extras in there you all might want..permission granted ahead of time to repackage,recompile,edit,rip,steal my childs cereal...its all good...
#86
Posté 20 avril 2012 - 10:13
This is outstanding! RESPECT! (I really feel VERY SMALL seeing those clips with your doings
. Thumbs up!
#87
Posté 20 avril 2012 - 10:23
Sorry RL grabbed me away for awhile.
#88
Posté 22 avril 2012 - 06:29
gotqa have some fun
#89
Posté 22 avril 2012 - 03:42
So will the 'flight' effect be able to be slowed to a crawl?
The clip shows a fast ride, but if you want to simulate a cloud-castle or a gentle balloon ride, little if any motion of the sky would be nice.
The clip shows a fast ride, but if you want to simulate a cloud-castle or a gentle balloon ride, little if any motion of the sky would be nice.
#90
Posté 01 juin 2012 - 03:01
Any progress?
#91
Posté 04 juin 2012 - 12:02
Is the speed of transit across the ocean/sky going to be variable, ideally so the rate of apparent travel can be changed on the fly (slow to a stop, etc).
The demo vid of the fiery plumes in the red sea got me to thinking.... how hard would it be to create water spout and cyclone effects to accompany this project?
Also, will it be possible to create the illusion of something like a slow ride down a river? I think not, if I understand how this is being done correctly, but I felt like it needed to be asked.
The demo vid of the fiery plumes in the red sea got me to thinking.... how hard would it be to create water spout and cyclone effects to accompany this project?
Also, will it be possible to create the illusion of something like a slow ride down a river? I think not, if I understand how this is being done correctly, but I felt like it needed to be asked.
#92
Posté 06 juin 2012 - 03:16
Although it might beg credibility after being more or less silent on these forums for about two months, I'm finally getting a little break in RL and so last nigtht I started putting the pieces together for a bare ship tileset. It will have 8 or so ships. The way I see it, they'll need to have their water line standardized (assuming a placeable water of X height used), adjust the walkmesh accordingly and then have all their textures made unique to the tileset to prevent any kind of conflict. Free time is really spotty right now, but it's better than it has been. If anyone thinks they can have a quicker go of it, PM me and I can send you the max file, etc.Pustelnick wrote...
Any progress?
#93
Posté 10 juin 2012 - 06:01
I imagine a slow ride down a river would include a moving bank and trees and stuff like that. This kind of thing would probably make a better effect. Basically, think three big playing cards moving under the player, one after another, and looping back.Leurnid wrote...
Also, will it be possible to create the illusion of something like a slow ride down a river? I think not, if I understand how this is being done correctly, but I felt like it needed to be asked.
#94
Posté 10 juin 2012 - 06:59
that is unbelievably cool. How ever you came up with that idea its outstanding and unique. Would be awesome if you share the technically concept/ files for us to build upon. Respect!
#95
Posté 11 juin 2012 - 12:22
Wonderful stuff as usual.
I would love some sort of 'moving landscape' to be included in the final tileset.
I would love some sort of 'moving landscape' to be included in the final tileset.
#96
Posté 11 juin 2012 - 01:58
Well If I correct, he is using placables that are doing a rotation animation. I started to messing with this with my flame placables in my demo movie before I went off on some other projects. The pc or center of the screen is not moving but the big placables is giving the illusion of movement. There are some gaps as you watch the animation. Have you tried one big doughnut / tire like placable that is just constantly rotating under the minecart? This would take away the gaps. This would work great in the mine cart example. Rolling down a river would be hard since you do not want repeating scenery.
Great stuff like always OTR
always keeping people thinking in new ways.
Great stuff like always OTR
#97
Posté 11 juin 2012 - 04:31
just thinking................if its a placeable it should be able to be fliped upright instead of laying flat.Maybe some other roataing texxtures could be applied like a sky or illusionay wall,wall of fire,things like that could be created.
#98
Posté 11 juin 2012 - 07:11
@Baba Yaga - I animated it by the seat of my pants last night and there are some errors in it. I was hoping the demo video would basically show people all they needed to reproduce the effect. It's just three plates, each with a chunk of scenery on it (in this case track) which zoom by the player in order. After a plate has zoomed far enough passed the player (and they presumably can nolonger see it), I move it around to a starting spot so it can zoom passed them again. I made the animation moving the plates around the side so people would explicitly see that I'm recycling the same three plates over and over. I think I should have made the plates longer or had 4 plates instead of 3. Each of the plates move by 2500cm every 15 frames and, basically, the problem I encountered is that the since the animation is to loop, the last plate in the sequence has to take some of it's 15 frames to move back into the starting position and that makes it move a little differently than the rest.
@KlatchainCoffee - Thank you! I think it's probably better to keep the tileset just bare ships instead of embedding any sort of effect. I would already be done or close to done but I'm doing something wrong with the door nodes and they're not placing right yet. I also have a more-than-sneaking feeling that Lord of Worms and others are going to be putting out better effect placeables than I could make and embed myself. 8^)
@ShadowM - It's just one placeable, believe it or not! I don't think I could actually sync up the animations on 3 different placeables like that. I did try doing the ship with a torus but even as large as it is, I started to realize there would be some problems, like a visible bend in the sky and a circular ring at the front and back as the tube fades into the mist. But for a minecar or a ship in a cavern system, maybe the options are more open.
@KlatchainCoffee - Thank you! I think it's probably better to keep the tileset just bare ships instead of embedding any sort of effect. I would already be done or close to done but I'm doing something wrong with the door nodes and they're not placing right yet. I also have a more-than-sneaking feeling that Lord of Worms and others are going to be putting out better effect placeables than I could make and embed myself. 8^)
@ShadowM - It's just one placeable, believe it or not! I don't think I could actually sync up the animations on 3 different placeables like that. I did try doing the ship with a torus but even as large as it is, I started to realize there would be some problems, like a visible bend in the sky and a circular ring at the front and back as the tube fades into the mist. But for a minecar or a ship in a cavern system, maybe the options are more open.
Modifié par OldTimeRadio, 11 juin 2012 - 12:06 .
#99
Posté 14 septembre 2012 - 06:49
I'm so glad I stumbled upon OTR's youtube channel and the videos related to this. Awesome. This thread. You guys.
#100
Posté 28 janvier 2013 - 02:15
I would be very grateful if any of the wonderful content presented here was made available in usable form. All I really need is one or two walkable ship models set in the middle of realistic-looking ocean.
The lions share of my campaign is already built, and although I could just use the 'still' water in the existing tilesets, I thought it might be worth asking here first.
Thank you!
The lions share of my campaign is already built, and although I could just use the 'still' water in the existing tilesets, I thought it might be worth asking here first.
Thank you!





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