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A question on tails/ mounts


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#1
Randomdays

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Since I know nothing about the difficulties involved ;

 

1) Is there a way to take a horse pulled chariot or cart, and when the character mounts, have him/ her appear in the chariot standing or sitting in the cart? And, during movement, have the wheels of the vehicle turn? For the chariot, with it moving or standing still, could he use distance attacks and animations, like firing a bow?

 

2) For an area that has walkable water, have the character "mount" a ship placeable and appear standing at the wheel, replacing it with a ship "creature? And then "drive" the ship around?

 

3) Would anyone be interested in attempting to make such a thing if I sent a mesh their way?

 

I have some chariots and carts I can import as placeables, but if they could be also made into creatures with turning wheels, and have monsters use them as well. How about a bunch chariots with orcs or minotaurs attacking in them?

 

4) Sidenote - I have some Greek/ Roman style oared ships. Could they be animated to have the oars move on them?

 

csht.jpg


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#2
Tarot Redhand

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For your ships idea a good starting point might be "Turn Based Spelljammer" as this has some of the functionality you are looking for.

 

TR


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#3
Proleric

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A few tentative steps suggest we might be able to lash something together for chariots.

My sleigh prototype might be a conceptual starting point (see video link on that page). The charioteer could be a dynamic creature with chariot "wings" and a horse "tail" - a new phenotype, to position everything correctly. Probably based on the rider pheno, to get the combat animations (ugly, but pragmatic) unless someone can tweak them for a standing or sitting charioteer.

I'm assuming we'd use existing steeds, because they look good, and are ready-animated. The node method means you can have almost any creature as the steed, configurable in the toolset. More than one horse might be tricky; maybe use the "cloak" node for the chariot, freeing "wings" and "tail" for steeds? Haven't tried it yet.

The 1.69 horse system can be adapted for mounting; the dismounted appearance might be an invisible human, configured with chariot and horse. The mount / dismount animations can be by-passed, so that the rider suddenly appears in the chariot (which is no big deal, IMO).

The flying saucer and Shadooow's mine cart demos might be relevant, too.

Caveat : as the splendid CCP / CEP cart and carriage creatures demonstrate, long, rigid vehicles look unnatural when turning, and are definitely no good in narrow streets. Maybe an animator could fix that, and have the wheels turn, too? Or is that wishful thinking?

Just a few rough ideas at this stage...

Modifié par Proleric, 04 juin 2014 - 10:13 .


#4
Pstemarie

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Q has a mountable horse cart that might help.



#5
Proleric

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Q has a mountable horse cart that might help.

That reminds me ... Draygoth28 made some other vehicles which work like 1.69 horses, such as the crodlu cart, where cart and steed are all one model.

I found them here, not sure if that's the latest version.

#6
Carcerian

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You can also check out the flying carpet animations, barrel riding (from the immortal mod) and the SWC's speeder and hovercraft mounts  :D

 

Bike_zpsaf29adae.png

 

And yes, the community defiantly could still use an "easy-rider" animation, (simple w no bobing animations) for ridable vehicles and the like...

 

1251232731_fullres.jpg

 

(Could it also be possible to make positions for stand, sit, sit left, sit right, carpet ride, etc, all in the same "ez-rider" pheno/animation set?)


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#7
Randomdays

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I 've never done more with the D20 modern haks and info than download them and read thru some of the documentation, but I seem to remember that they had vehicles set up where you could have multiple PC's or henchmen ride in the same vehicle as it moved around. Never seen it so not sure if the wheels turned either.

 

Has anyone had some expierience modding/ working with D20 modern?



#8
Carcerian

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A little... :)

 

1284033864_fullres.jpg

 

My first hosted pw of my own was CEP/d20/nwnvault/in house custom content...

 

w03yn5.jpg

 

mawea0.jpg

 

More recently have been working on planned Fallout PW haks (not Fallout 44) and pw update adding all available modern and future content 

 

veq4g9.jpg

 

The big issue with ressurecting d20 is updating it to CEP 2.4 and 1.69, as much of the content is better off used on new haks, and tho the class system is a great example of modding, the work to update it might not be worth the effort for a lot of the old content (such as the matrix heads, that are the #1 player complaint in d20, or most of the monsters, compared to newer content)

 

2nqvfc5.jpg

 

SWC is not part of d20 modern, its later work that adds on to d20 modern and CEP (2,2?),  except for a few early plcs in d20 posted on the web, it is a separate French PW project (possibly the same designers as the french Fallout 44 project).

 

sw610.jpg

 

sw710.jpg

 

sw810.jpg

 

sw910.jpg

 

sw110.jpg

 

Last few months I have been working on a major PW update, with modern/future content, and have already made many modern placeable floors,  walls etc that match community tilesets that can be harvested as well... (as shown above SWC content  :) )

 

255oxdx.jpg

 

In addition i have had to translate new modern content recently made by spanish creators ( can ask if will release content )

 

(If you can't still find SWC on NWVault i can ask if ok to repost haks too)

 

Estimated update release: end of this month or so...

 

(Tho sample teazer DOOM PLC's not included :P)

 

#1 d20 Wish: I would hope a new d20 resurrection could be planned (padding 2das and such) to be compatible with the upcoming CEP Release.


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#9
Carcerian

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(uploading SWC haks,,,)

 

Here: http://1drv.ms/1p8ixGi

 

Top hak = swcon_exp02.hak 

 

Requires CEP + d20 (use d20 tlk)

 

:)


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#10
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Very interesting Carcerian, and I'll be sure to check it out when I can. I can see it's something you're very involved with.

 

A bit off topic from the original post though.

 

For the chariot - would it work if you took an existing NWN horse and cloned it, placing the new one next to the old, and attaching the chariot to both? I think both horses would move in exactly the same way. I f that works, could you move the character's mount position to the chariot from the mount's back?

 

Is the riding animation called by script when the character mounts? If so can it be swapped with the standing idle animation, and kept that way when the chariot is moving?

 

 

I'll have to check the links provided above, but its looks pretty complex to pull off at the moment.



#11
ia.Pepper

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You may be able to pull off the horse clones, but most likely you may just by doing that, end up merging the two horses together in a rather glitchy fashion. Would require careful tweaking to make sure that doesn't happen.


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#12
Draygoth28

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I tryed the clone option a while back when I was redoing the horse/cart mount. I may have done something wrong, but what I got was one horse animated and the other horse with no animations once the PC mounted it. Again I am by far no expert and look forward to seeing someone pull this off. Good luck and god speed.
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#13
Proleric

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The way I got two steeds to animate in the sleigh video was to use tail and wing nodes, placed next to each other and in front of the vehicle. Those nodes inherit motion from the principle creature, but use the steed animations. It's an extension of how 1.69 horses have always worked. You can easily put the rider in a different position; in my sleigh demo, the granny-in-rocker is a creature, which could just as easily be PC-in-chariot.

So, it's easy to do reasonably well, with lots of scope for excellence if someone more talented than I had a go at the detailed phenos and animations.
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#14
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Thanks for all the input and suggestions. It'll probably be a while till I actually set down to work and experiment with this, but its a good starting point. Though I was really hoping some master animator would step in whip something up that would amaze and wonder everyone.