First Pass.
(WIP) QuickSand variants
#2
Posté 07 juin 2016 - 05:24
Interesting.
Any thoughts as yet on an "Aaargh! I'm sinking into the ground!" animation for having a Creature model actually vanish into it realistically?
#3
Posté 08 juin 2016 - 02:28
Interesting.
Any thoughts as yet on an "Aaargh! I'm sinking into the ground!" animation for having a Creature model actually vanish into it realistically?
That why I was looking for a set of placable walkmesh adjustments. Since they weren't, I started to make my own. Just have to match them up with the quicksand placables sizing.
Like in this example
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#4
Posté 08 juin 2016 - 03:10
Very interesting.
#5
Posté 08 juin 2016 - 12:20
That really looks quite good. Not sure if this is possible, but spawning/destorying a succession of placables each with a progressively deeper walkmeshs to simulate being pulled under might be an interesting effect as well. Think of it as a real trap that the pc stuck in and has to find a way out of--or helped out of--in a set amount of time.
#6
Posté 10 juin 2016 - 12:20
That really looks quite good. Not sure if this is possible, but spawning/destorying a succession of placables each with a progressively deeper walkmeshs to simulate being pulled under might be an interesting effect as well. Think of it as a real trap that the pc stuck in and has to find a way out of--or helped out of--in a set amount of time.
If only the engine could do this or we had a function to recalculate the walkmesh of a specific tile after spawn/destruction, but at this point we do not have that. Shadoow seem to have a few tileset functions in nwnx_patch but nothing that can do this yet. If we could get this then we have dynamic walkmeshes, with elevator effects, quicksand effects, bridges fixed-unfixed dynamically etc... The way the engine works it bakes the walkmeshes first, we lucky it seem to bake placable walkmeshes placed in the toolset too. After the module starts though any changes with the placable walkmesh (destroy/create) are ignored(well at least under the primary walkmesh). Placable walkmeshes have to be set to static but there are tricks to working with static placables with scripts, but until the first issue is fixed it not that big of deal. So you can have placed quicksand with dips in a module, you just have to place them in the toolset and cannot create them randomly/dynamically for example. Anyhow I will make three sized hole placables to match up with the three sizes of quicksand I have made.
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#7
Posté 10 juin 2016 - 08:18
PLCs with walkmeshes are recalculated serverside when they're placed, but clientside on area entry, which is why they work best static placed.
Having the quicksand adjustable by walkmesh PLC should still work, however, so long as the height of it is adjusted when no PCs are present in the area. Having it be "safe" to cross one time, but deeper the next and then requiring a scripted save/check/etc... to escape.
#8
Posté 10 juin 2016 - 10:51
In my testing of this, with placable walkmesh that are under the tileset walkmesh. It seem the tileset walkmesh still overrides the placable walkmesh even when it created and pc is in another area and enters the area with the created placable walkmesh. I maybe have my setup wrong and when I release the assets you can do you own testing, correct my scripting setup. Maybe it works with above tileset walkmeshes, like with TheOneBlackRider tower set example, have not ran any tests with that. Thanks
Well off to finish the sizing and then off to placable/effects of green slime which sounds fun ![]()
#9
Posté 11 juin 2016 - 08:26
You could create 3 positioned identical with three different walkmesh, a script that creates and destroys them in sequence would give idea of sinking.
#10
Posté 11 juin 2016 - 04:58
I just explained how that would not work, I get a video together that better explains all this to everyone and break it down when I post it. ![]()
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#11
Posté 11 juin 2016 - 05:46
Ok here the video
Ok I break it down
In the scene the elf is standing next to a trigger, marked off with the meat placables, the trigger creates a walkmesh placable in another area. This is to test is the walkmesh will load when the pc enter the other area like Failed.Bard said in the other post, I had hoped this worked.
The pc then goes to the other area and walks to the script created walkmesh placables(marked by the visual plant in it corner so we know it was created) and you can see the walkmesh is not loading and the tileset walkmesh is overriding it.
The pc next goes to a placed walkmesh in the toolset and the placable walkmesh is working fine.
The pc then goes to a second trigger this trigger destroys the placable walkmeshes of level 1 deepness, you will notice that the walkmesh that was placed in the toolset does not delete, because the pc has to leave the area for the walkmesh placable that was placed in the toolset to be updated.
The pc leaves the area and comes back and you see that it has updated the deletion of the placable, there is a second placable walkmesh at the same spot that is deeper and you see the pc walking into that.
So if I wanted a sinking effect, I would have to delete the upper level, transfer the pc out of area and back in again delete next level and repeat. (very little immerson for the pc) have all three placeable walk meshes at the same area and placed with the toolset and not scripted in.
I think I just have the one level of depth and use script to stick them(maybe spasm animation on them) and have them use custom feats to get out and/or use rope items that can be used on them from other pcs to get them out and if they fail, knock them down so they look like they went under or jump them to quicksand area.
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#12
Posté 12 juin 2016 - 06:04
I just explained how that would not work, I get a video together that better explains all this to everyone and break it down when I post it.
my fault, I had little time and I responded before reading all ![]()
#13
Posté 12 juin 2016 - 01:34
It all good ![]()
#14
Posté 12 juin 2016 - 08:30
One could, I suppose, create a 'sinking' custom animation?
#15
Posté 13 juin 2016 - 05:01
One could, I suppose, create a 'sinking' custom animation?
Sorry for the late reply, my cousin was borrowing my computer most of the night and went and watched some e3 coverage. I wish I could do this too, but it another engine limitation. If static the placable walkmesh will ignore animations(in game) and if non-static will ignore the walkmesh of the placable. I did a test on this to confirm this. I not sure on full tilesets running animations, did someone have a tile with a windmill running animation?
#16
Posté 13 juin 2016 - 08:09
You'd probably want to script it so that the creature is unable to move.
The animation might end up with the creature totally submerged. The Frozen Animation technique could be used to keep the creature's head above the sand when so desired. The animation start segment might do the movement, with the main segment merely keeping the creature below the terrain, so that it can be applied "forever".
I'm not sure how you envisage the creature escaping from the quicksand, especially if their actions are frozen, but that might need a second animation. The first animation is likely to end in an untidy manner, with the creature suddenly popping up, or gradually rising, for no apparent reason.
Of course, the creature would actually still be standing on the walkmesh, albeit invisible, so you'd need to prevent combat and other giveaway activity.
#17
Posté 15 juin 2016 - 01:40
Yeah, I meant a custom creature animation, actually. Maybe a new phenotype (one with shorter legs, ha ha)? ![]()
#18
Posté 18 juin 2016 - 12:33
It could be done with a custom creature animation that made it appear to sink into the ground gradually.
You'd probably want to script it so that the creature is unable to move.
The animation might end up with the creature totally submerged. The Frozen Animation technique could be used to keep the creature's head above the sand when so desired. The animation start segment might do the movement, with the main segment merely keeping the creature below the terrain, so that it can be applied "forever".
I'm not sure how you envisage the creature escaping from the quicksand, especially if their actions are frozen, but that might need a second animation. The first animation is likely to end in an untidy manner, with the creature suddenly popping up, or gradually rising, for no apparent reason.
Of course, the creature would actually still be standing on the walkmesh, albeit invisible, so you'd need to prevent combat and other giveaway activity.
Yeah, I meant a custom creature animation, actually. Maybe a new phenotype (one with shorter legs, ha ha)?
Oh, ok. Yeah that can be done. Sorry for the late reply, break from work now. Yeah, I would script them to not move and other things and yes it be a nice custom animation for a new phenotype, but that is a task for another time. I want to mess with some slimes and see about some interesting idea on emitters with them.
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