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City Hall Clock Update (AGAIN)


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19 réponses à ce sujet

#1
Borden Haelven

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I still have a few small timing issues to tweak but it's almost ready.
Image IPB

See what happens next...

Modifié par Borden Haelven, 01 mai 2013 - 09:05 .


#2
dusty.lane

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That is just too fancy for its own good. Dayum.

#3
The Amethyst Dragon

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Dude, that's awesome.

#4
Borden Haelven

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Submitted to Vault.

#5
Rolo Kipp

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<jumping...>

Vaulted :-)

<...for joy>

#6
3RavensMore

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That's a serious level of awesomeness. Question: does it adjust for different settings of minutes per hour?

Modifié par 3RavensMore, 15 avril 2013 - 08:28 .


#7
Borden Haelven

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No, it would mean re-doing all the placeable animations.

Modifié par Borden Haelven, 15 avril 2013 - 09:16 .


#8
Tarot Redhand

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Quote from the vault page

If requested I will make it a new group to add to the official tileset.

yes please or even if possible a placeable (but would it still have the animations in that case?)

TR

#9
Borden Haelven

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The animations are all on placeables so making it a new tile group wouldn't be too hard really. I thought of making a mutted version of the bell for indoor areas in the city. It would sound on the hour as well (only if player present). Yes or no?

@ 3Ravensmore What time scale do you have set?

Modifié par Borden Haelven, 16 avril 2013 - 08:06 .


#10
Tarot Redhand

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For myself a resounding yes.

TR

#11
TheOneBlackRider

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This is so BEAUTIFUL and AWESOME, Borden! This even tops your belt-machines, which were already super creative (IMHO)! I wrote it before (I think), but it's so amazing, what you and all the other CCCers here draw out of the NWN1-engine!
Thumbs up!

#12
3RavensMore

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Borden Haelven wrote...

@ 3Ravensmore What time scale do you have set?


Sorry I didn't get back to you yet.  We use 10 min/hour.

#13
Borden Haelven

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That would make the animations far too large. Each clock hand placeable would need a 10 minute long animation...

#14
henesua

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I used 20 minutes per hour.

I wonder if there is a way to have 12 animations each with just 2 key frames (start and stop) and you could change the time by calling one of the 12 animations. Impossible?

#15
Rolo Kipp

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<loading a repeating...>

The actual change is pretty minor, but you can only have 3(4) anims on each placeable, to your best bet might be to create a set of placeables set for different scales - I.e. Clockworks_2.hak is 2 minutes per hour (standard), Clockworks_10.hak is 10 minutes per hour, etc.

A secondary problem is syncing the time and the anim. You can't start an anim in the middle, sfaik, so you have to start it (assuming the model starts with it's hands in the air)at exactly noon/midnight. And then give it an AI boost(?) to keep it rolling while out of sight(?).

Or you can make 12 one-hour placeables (for each hour) and start the appropriate one on the hour, destroying the previous one.

Is that more like what you're thinking H?
edit: The *duration* of the anims would still need to be adjusted for time ration, though.

<...drowish carbine>

Modifié par Rolo Kipp, 17 avril 2013 - 10:27 .


#16
3RavensMore

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Borden Haelven wrote...

That would make the animations far too large. Each clock hand placeable would need a 10 minute long animation...


That's okay.  It's still very impressive.

#17
Rolo Kipp

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<coughing modestly...>

I do believe that Cestus' Starry Rift Skyball (Nov CCC) has a 48 minute anim... 24 hr game time.
Image IPB

Timed so the bright galaxy is "sunrise" and something completely different is night.

<...into his fist>

#18
Borden Haelven

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I tried slowing it down using the PlayAnimation parameters but they don't appear to do anything.

#19
Borden Haelven

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To get the clock to work at 10mins/hour you will need to open each of the twelve hourhand models in Max, increase animation length to 17953, drag the key at 5400 to the last frame and then edit the animation parameters of the off2on entry on the Aurorabase to 20 17953 0.25 *Simples* The scripts won't need changing.

Modifié par Borden Haelven, 18 avril 2013 - 12:31 .


#20
Borden Haelven

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Added a muted bell sound for indoor areas and added routines so bell continues to sound muted if you go indoors when it is sounding. Also added indoor dummy placeable so bell sounds if indoors when the hour turns. Bell ringers will appear if you go outside while bell ringing. Added an erf file for easy addition to your MOD. :)

@Rolo You might want to repost on the Vault so peeps can DL the updated files. :)