Rolo Kipp wrote...
What could I do with that?
Some ideas:
Bloodsong's Useable Windows,
Gaoneng's Castle Interior Windows,
Lord of Worms Wagon Travel Interior and then Goudea's windows, which kind of take the previous ideas to a whole new level:
I like the idea of doing it with a phenotype (i.e. the "Window Beast"), too. There is all kinds of craziness you could get up to with that concept but AFAIK, there has not been a proof of concept yet produced. I seem to vaguely recall there might be some unexpected issues down that road but nothing I can think of off the top of my head.
All of the other possiblities you mention seem sound. It depends on what you're shooting for and what you're willing to do to get there. You could trade elegance for brute force and have x number of animated (through activation, but default animations might work for certain things) placeables hanging out and doing their various things as you wished them to. Or you could shoot for something more elegant, but which might cause more hair-pulling through a phenotype.
IMO, there is some High Wisdom to be had on this whole environmental concept by studying Walt Disney's implementation of the
multi-plane camera and Max Fleischer's implementation of the rotograph- used to make some of the best
Popeye cartoons, ever.
In contrast to how a multiplane camera works, here's how a rotograph is set up:
You can simulate both in NWN and the effect is the same. One of my mantras is that just about everything aside from walkmesh/PWK/DWK and perspace is an illusion. You're seemingly free to do just about anything that doesn't butt heads with those.
Baaleos wrote...
Would be interesting to do, maybe as some sort of appear animation.
eg - Beholders are able to come out of holes in the ground, maybe humanoids could climb through windows to make of out with innocent victims in the night?
Fixed!
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Seriously though, this is a good idea. If you view
this portion of a NWN promotional video from 12 years ago, I think it's arguable that Bioware was toying with using the same sort of effect...but with spiders. IMO, the tilting of the rootdummy as it climbs over the ledge could not have been done with walkmesh alone and looks to be the result of a special
cappear animation.
Modifié par OldTimeRadio, 06 juillet 2012 - 05:43 .