Author Topic: Aerial Travel & Combat  (Read 1280 times)

Legacy_Rolo Kipp

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Aerial Travel & Combat
« Reply #15 on: July 09, 2012, 06:46:59 pm »


               <...>

'Posted

The potential! The sheer *potential*!!!

<...>
               
               

               
            

Legacy_Rolo Kipp

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Aerial Travel & Combat
« Reply #16 on: July 09, 2012, 06:59:49 pm »


               <walking like...>

s e n wrote...
Six has a nice looking world map made for his module, can't remember how it was based but i had a look at some youtube vid and was impressed! Im sure he can tell you more about that (if that wasnt a secret '<img'>)

i also made a world map with 2d texture and some 3d feature all merged in a big group. you can check if you want here http://nwvault.ign.c...d.php?id=151499

I'm aware of and impressed by both of those :-) (Thread with Six's video)
Edit: I *thought* I was aware of your worldmap test... but now I see I don't recognize it. What project is this from (where on the Vault)? Looking at it after work today... 

the fact is such maps need a lot of work and are absolutely custom, to be that nice...

Absolutely concur that they need a *whole* lot of work and that custom will almost always be better than an algorithmically derived dynamic map.

But I have ideas. And they are starting to come together.

Regional mod system for defining topology and re-using area templates.
Failed.Bard's algorithmic Chaotic Vegetation (and other feature) Population system to make those areas unique and interesting.
Failed.Bard's Dynamic Rumor propagation system for revealing maps/introducing errors.
OTR's (and others, of course) pocket dimension system for vessel travel
DODf worldmap hybrid with Tarot Redhand's tilemaps to create dynamic, largescale traveling maps (ground-level)
Aerial maps for alternative shortcut or rapid travel
Alternative combat systems for aerial combat.

You (all of you) are a constant inspiration and education.
The Big Picture is getting clearer in my head every day.

<...giants>
               
               

               


                     Modifié par Rolo Kipp, 09 juillet 2012 - 07:53 .
                     
                  


            

Legacy_s e n

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« Reply #17 on: July 09, 2012, 08:27:28 pm »


               that map was for the rebuild of a pw that hasnt seeing its birth (in fact the server died and so it was never used)
               
               

               
            

Legacy_KlatchainCoffee

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« Reply #18 on: July 09, 2012, 10:24:40 pm »


               

virusman wrote...

On an unrelated note '<img'>

(just playing with Z-coordinate, there are no plans for a release)


I second Rolo on this...


Although right now I would be just be ver happy with some of the existing bird models with a more realistic Z value to them - so they actually look like they are flying high in the air.


Rolo - I think your idea is very cool. I have a lot of travel-related ideas for NWN that have more to do with scripting than CC, but your proposals would go very well with some of them.
               
               

               
            

Legacy_WebShaman

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Aerial Travel & Combat
« Reply #19 on: July 10, 2012, 06:25:24 pm »


               It was Brian Chung (TriKreen) with the flying Dragon stuff.

Should be on the Vault - haven't been able to find it however.

Researched:

Brian Chung, Technical Artist



eragon, the module - http://nwn.bioware.c...m=42&highlight=" target="_blank"


Maaayyybeeee... it was more for a DragonLance mod or PW however, since
DL isn't DL without flying dragon combat.  The demo that I put has some
arcade-y controls for firing your breath weapon out and such.



Really need to get back to work on NWMax 0.9 and incorporate some things like the tileset generator and VelTools and all that.

Brian Chung - Technical Artist

tileset creation aggrevations

I've been working on a MAXScript tileset generator tool that should
get integrated with TileSetConstructor (TSC) at some point (once I get a
hold of Velmar).

You specify the types of terrain and which ones
mix with which, and it'll auto generate all the combinations for the
corners.  And it handles crossers as well.

It also accepts
template meshes for the terrain types, so it eases some initial modeling
tasks.  I made this to help generate the "sky" tileset for my mounted
flying dragon combat tech demo for scaled terrain.

      

this is from back in Aug 18, 08

You will have to search through the old forums, however.  Should be possible to find in the WayBackMachine, perhaps.


               
               

               


                     Modifié par WebShaman, 10 juillet 2012 - 05:50 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #20 on: July 10, 2012, 07:42:12 pm »


               <referencing...>

From the worldmap thread 11 months ago:

Androrc wrote...
There is a scaled down flying dragon in the Arcane Space tileset, as well as spelljamming ships that could pass as airships.

Has anyone used these models? I can't find screenies of any of them in use.

P.s. Thrikreen = Brian Chung ;-)

<...other people's references of different references>
               
               

               


                     Modifié par Rolo Kipp, 10 juillet 2012 - 06:46 .
                     
                  


            

Legacy_WebShaman

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Aerial Travel & Combat
« Reply #21 on: July 10, 2012, 08:41:49 pm »


               Yes, yes, I know that Thrikreen is Brian Chung is Thrikreen.  I mention that here, after considering it abit.

Been awhile, you know?

Onwards!