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Convert a placeable to a creature?


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#1
Loki_999

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Just noticed Ar Phazon's animated catapult and was thinking it would be much more useful as a creature, like the siege tower that exists.

 

Is it trivial to convert or non-trivial?

 

Anyone know what is required?



#2
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The main difference between animated placeables and creatures is the absence of skeleton for placeables: all animated parts are rigid (which is why IADCFT had to make his blowing flag a creature).

As a consequence, the animations that placeables have (only open, close, stay idle [opened / closed] and sometimes be activated) apply to one placeable and one only (whereas creatures sharing the same skeleton use the same animations), which again explains why tintable chests or sarcophagi had to be remade.

 

To put it in a nutshell: add a skeleton to the catapult, and create the necessary attack, walk, run, die, dead etc... animations.

If all you need is just to be able to move the catapult from one point to another, it may be easier to just create the animation by moving it (by script) a few paces at a time (but I agree, it will only work for a dedicated area, only when triggered, and involves some work to have it run smoothly).



#3
Loki_999

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It would be for a persistent world, so can't be having the looping create/destroy to move it - too much overhead.  Which is why I hoped it may not be too much trouble to convert.  But making skellies for models is well outside my comfort zone, so ill either skip it or have it work as a placeable.



#4
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No promises, but if I have time I'll try to have a look and see it's easy and quick to do (I don't know the model, so can't tell how many parts move).


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#5
Loki_999

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That would be great if you could. I have ideas for a playable Siege engineer class that can build catapults. :D

 

As far as i know, the only movable part currently is the actual arm which flings the rocks.  To be honest, i could live with non-rotating wheels, just so long as it can move and turn to fire.



#6
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I prepared everything (the wheels will rotate, the boulder will fly, the arm will be released violently but set back to firing position slowly with the handwheel), but the rigging will be slow as the parts are so close to each other that most of the vertices are at best shared, but most often linked to the wrong bone. Hope you don't expect it too soon!


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#7
Loki_999

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Wow... thanks, didn't expect it.  Sure, whenever its ready.



#8
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Rigging and skinning complete, animations working:

 

901-1-1410277077.jpg

 

I now need to understand why the boulder doesn't appear in game (it's supposed to be hurled towards the target), it's probably a typo in the 2da or a naming convention issue.


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#9
Loki_999

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Hmm.. not certain about this, but as a placeable isn't it part of a script attached to the on open event or something, whereas if its a creature it needs to be attached to a spell effect?  And if a spell, it needs its origin (forget what its called... often rhand, but there are 5 or 6 possible values in that column) needs selecting, which i presume matches a node on the model.

 

And great work!!!



#10
Dann-J

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Hmm.. not certain about this, but as a placeable isn't it part of a script attached to the on open event or something, whereas if its a creature it needs to be attached to a spell effect?  And if a spell, it needs its origin (forget what its called... often rhand, but there are 5 or 6 possible values in that column) needs selecting, which i presume matches a node on the model.

 

And great work!!!

 

If a creature tries to cast a spell that requires an origin node that the creature doesn't have, the spell projectile origin defaults to the extreme southwest corner of the area (at coordinate 0,0).



#11
Loki_999

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Yeah, i noticed that. Works the same with projectiles. I tried to set a siege tower creature to use a bow as a simple way of getting a flaming bow effect, and the arrow came from below the floor.



#12
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Actually, I didn't expect the catapult to be able to cast spells... I guess I could add an attachment point for projectiles (so they could have a visual effect, like fire).

No, my problem is much more simple: the projectile itself doesn't appear at all, even in the idle position, so I'm thinking about a scale issue or a typo in the 2da. I'll check both in a few minutes, after I finished reading the new posts!



#13
Loki_999

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Ah, cool. Yeah, it would definitely want to fire, so an attachment point for spells is needed for their projectiles to originate from.

 

Have some ideas like flaming balls (great balls of fire!), regular stones... hell, maybe its possible to fling diseased cows, but would need someone who can do VFX to take a look at that. Hmm.. i should check to see whether you can make projectiles curve vertically... i know they can curve sideways like Magic missiles and stuff...



#14
Loki_999

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Oh yes, PROJECTILE_PATH_TYPE_BALLISTIC_THROWN, PROJECTILE_PATH_TYPE_BALLISTIC and PROJECTILE_PATH_TYPE_BALLISTIC_LAUNCHED.  Oooh, and even PROJECTILE_PATH_TYPE_BOUNCE... i wonder what that one looks like.

 

Wow, never really looked at these before... PROJECTILE_PATH_TYPE_TRIPLE_BALLISTIC_HIT

 

EDIT: hehe, i think someone at Obsidian was having some fun...PROJECTILE_PATH_TYPE_LOW_ORBIT  



#15
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Nice! But for the time being, I've only made a basic creature, only throwing boulders:

901-1-1410344673.jpg

 

And I don't understand why the projectile doesn't appear when defined as a tail, but works as expected when defined as wings. Anyway, it now works, I'll see later what the difference between tail and wings is (from a 2da point of view, of course!)

Using the tail/wings node has a nice effect: all you have to do is to set the wings property to "none" (the bowl will then be empty) and put any other projectile you want instead (via a special effect, and provided I add the required hook point).

 

If you want to test (and see if the walk animation needs to be changed), the files are there (unpack in the override for the time being).

I didn't test in game (as you can see above, only with the animation viewer), so the projectile path probably needs to be updated (or better, use attack02, 03, 04 etc... for other paths: too short, too high, too long, etc...)

 

One last thing: I added two creature objects (similar as "weapon" and "hide" for most of the creatures items), but of course the values and properties have not been tested either in game.


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#16
Loki_999

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Great stuff. Will take a look as soon as i get the chance.



#17
Loki_999

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Ah, one thing just noticed. In wingmodel.2da your label has spaces. Very bad practice to have spaces in strings in 2das. Can lead to very messy results.



#18
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Ah, yes, that was to differentiate with the other version. I'll fix it for the final release.



#19
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Great stuff. Will take a look as soon as i get the chance.

Please load the update (same link): the texture for the rock is more rock-like now (be careful though, the first color for the catapult tint will also tint the rock), and more importantly the catapult is now oriented correctly!

 

Two things to do now: add the hook for the visual effects, and check why the rock is only visible during the idle position.



#20
Dann-J

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Ah, cool. Yeah, it would definitely want to fire, so an attachment point for spells is needed for their projectiles to originate from.

 

Have some ideas like flaming balls (great balls of fire!), regular stones... hell, maybe its possible to fling diseased cows, but would need someone who can do VFX to take a look at that. Hmm.. i should check to see whether you can make projectiles curve vertically... i know they can curve sideways like Magic missiles and stuff...

 

http://neverwinterva...e-demonstration


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#21
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Nice! I'll check it out and up date the catapult model and blueprint as necessary.

#22
Loki_999

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LOL! Perfect!



#23
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I'm now working on the implementation of the same for the catapult  ;)

 

I also modified the default OnDamaged script, in order to add a wood splinter explosion when the catapult is hit, and create the broken catapult placeable when it's destroyed.

 

Since ap_right_hand, ap_left_hand, ap_mouth (and a few other attachment points) are now included, I also started modifying the EndOfCombatRound script so the attack animation is also run when the catapult casts its spell (launch its projectile).

 

The end of the week will be busy, maybe I won't be able to complete this before next week.



#24
Loki_999

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Wow, this is all much more than i expected, and will be great for module builders who want to make some sort of animated siege event.



#25
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In game screenshot:

901-1-1410538590.jpg

 

"Only" problem is that there's no OnAttack event, and trying to run the spell from the OnCombatRoundEnd is not an option since GetTarget() and GetAttemptedTarget have already been reset when this event fires.

 

Well, at least the animations work. You noticed something to change by the way Loki?


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