Author Topic: Sea Waves  (Read 2405 times)

Legacy_Leurnid

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« Reply #90 on: June 04, 2012, 01:02:18 am »


               Is the speed of transit across the ocean/sky going to be variable, ideally so the rate of apparent travel can be changed on the fly (slow to a stop, etc).

The demo vid of the fiery plumes in the red sea got me to thinking.... how hard would it be to create water spout  and  cyclone effects to accompany this project?

Also, will it be possible to create the illusion of something like a slow ride down a river? I think  not, if I understand how this is being done correctly, but I felt like it needed to be asked.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #91 on: June 06, 2012, 04:16:06 pm »


               

Pustelnick wrote...
Any progress?

Although it might beg credibility after being more or less silent on these forums for about two months, I'm finally getting a little break in RL and so last nigtht I started putting the pieces together for a bare ship tileset.  It will have 8 or so ships.  The way I see it, they'll need to have their water line standardized (assuming a placeable water of X height used), adjust the walkmesh accordingly and then have all their textures made unique to the tileset to prevent any kind of conflict.  Free time is really spotty right now, but it's better than it has been.  If anyone thinks they can have a quicker go of it, PM me and I can send you the max file, etc.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #92 on: June 10, 2012, 07:01:08 pm »


               

Leurnid wrote...
Also, will it be possible to create the illusion of something like a slow ride down a river? I think  not, if I understand how this is being done correctly, but I felt like it needed to be asked.

I imagine a slow ride down a river would include a moving bank and trees and stuff like that.  This kind of thing would probably make a better effect.  Basically, think three big playing cards moving under the player, one after another, and looping back.
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #93 on: June 10, 2012, 07:59:38 pm »


               that is unbelievably cool. How ever you came up with that idea its outstanding and unique. Would be awesome if you share the technically concept/ files for us to build upon. Respect!
               
               

               
            

Legacy_KlatchainCoffee

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« Reply #94 on: June 11, 2012, 01:22:15 am »


               Wonderful stuff as usual.

I would love some sort of 'moving landscape' to be included in the final tileset.
               
               

               
            

Legacy_ShadowM

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« Reply #95 on: June 11, 2012, 02:58:37 am »


               Well If I correct, he is using placables that are doing a rotation animation. I started to messing with this with my flame placables in my demo movie before I went off on some other projects. The pc or center of the screen is not moving but the big placables is giving the illusion of movement. There are some gaps as you watch the animation. Have you tried one big doughnut / tire like placable that is just constantly rotating under the minecart? This would take away the gaps. This would work great in the mine cart example. Rolling down a river would be hard since you do not want repeating scenery.
Great stuff like always OTR '<img'> always keeping people thinking in new ways.
               
               

               
            

Legacy_Builder__Anthony

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« Reply #96 on: June 11, 2012, 05:31:38 am »


               just thinking................if its a placeable it should be able to be fliped upright instead of laying flat.Maybe some other roataing texxtures could be applied like a sky or illusionay wall,wall of fire,things like that could be created.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #97 on: June 11, 2012, 08:11:40 am »


               @Baba Yaga - I animated it by the seat of my pants last night and there are some errors in it.  I was hoping the demo video would basically show people all they needed to reproduce the effect.  It's just three plates, each with a chunk of scenery on it (in this case track) which zoom by the player in order.  After a plate has zoomed far enough passed the player (and they presumably can nolonger see it), I move it around to a starting spot so it can zoom passed them again.  I made the animation moving the plates around the side so people would explicitly see that I'm recycling the same three plates over and over.  I think I should have made the plates longer or had 4 plates instead of 3.  Each of the plates move by 2500cm every 15 frames and, basically, the problem I encountered is that the since the animation is to loop, the last plate in the sequence has to take some of it's 15 frames to move back into the starting position and that makes it move a little differently than the rest. 

@KlatchainCoffee - Thank you!  I think it's probably better to keep the tileset just bare ships instead of embedding any sort of effect.  I would already be done or close to done but I'm doing something wrong with the door nodes and they're not placing right yet.  I also have a more-than-sneaking feeling that Lord of Worms and others are going to be putting out better effect placeables than I could make and embed myself. 8^)

@ShadowM - It's just one placeable, believe it or not!  I don't think I could actually sync up the animations on 3 different placeables like that.  I did try doing the ship with a torus  but even as large as it is, I started to realize there would be some problems, like a visible bend in the sky and a circular ring at the front and back as the tube fades into the mist.  But for a minecar or a ship in a cavern system, maybe the options are more open.
               
               

               


                     Modifié par OldTimeRadio, 11 juin 2012 - 12:06 .
                     
                  


            

Legacy_Terendil

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« Reply #98 on: September 14, 2012, 07:49:34 am »


               I'm so glad I stumbled upon OTR's youtube channel and the videos related to this. Awesome. This thread. You guys.
               
               

               
            

Legacy_KlatchainCoffee

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« Reply #99 on: January 28, 2013, 02:15:34 am »


               I would be very grateful if any of the wonderful content presented here was made available in usable form. All I really need is one or two walkable ship models set in the middle of realistic-looking ocean.

The lions share of my campaign is already built, and although I could just use the 'still' water in the existing tilesets, I thought it might be worth asking here first.

Thank you!
               
               

               
            

Legacy_OldTimeRadio

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« Reply #100 on: January 28, 2013, 04:40:13 am »


               Well I know Lord of Worms turned the idea into a fully functioning piece of CC and you can find the HAK with this content linked in this post of his.  Along with the calm and rough weather variants, he also created a project where the base models could be downloaded, though I'm not entirely sure how up to date the raw files are, compared to the material that made it into the haks.  With content like this, stuff that winds up in the HAKs is pretty much guaranteed to be the latest and greatest.  RL matters prevented him from being more active in the community for a while but he's recently posted that he's back on the Arbor Falls forum and you might want to check more with him about what files you need to grab from the HAK. 

I also know that The Border Kingdoms PW had indicated on the second of thier NWN Podcasts (near the end of the show) that they had already or were planning on using the above content as the starting area for their world.  The project went under/on hiatus but their haks remain and you might wish to get in contact with either of the two heads there for more information.

There actually may be another release in this thread by someone else, it's been a while since I've looked it over closely.

As I mentioned in PM's, the tileset I mentioned upthread is a no-go based on serious problems I had getting the models into shape.  At a certain point, the amount of time I had dumped into simply getting the models sorted was easily 10x as much time as I'd spent on every other aspect of the system, combined. So I dropped work on it.

However, IMO, LoW's implementation is about as choice as I could have ever imagined the base system to be.
               
               

               


                     Modifié par OldTimeRadio, 28 janvier 2013 - 04:51 .
                     
                  


            

Legacy_KlatchainCoffee

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« Reply #101 on: January 28, 2013, 05:52:48 am »


               Thank you very much OTR. I'd be grateful for anything at this point and I hope to have LoW's permission to use his work in my campaign.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #102 on: January 28, 2013, 06:08:53 am »


               

KlatchainCoffee wrote...
Thank you very much OTR. I'd be grateful for anything at this point and I hope to have LoW's permission to use his work in my campaign.

NP!  From LoW's message that I link to in the post:

lordofworms wrote...
and extract to your hearts content....hell there might even be a few extras in there you all might want..permission granted ahead of time to repackage,recompile,edit,rip,steal my childs cereal...its all good...

'<img'>
               
               

               
            

Legacy_henesua

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« Reply #103 on: October 11, 2013, 03:48:47 am »


               Klatchain, I'm compiling Worm's stuff into a usable format for the module I was telling you about....

I came here to ask a question about but then found all the answers I needed in the thread. Thanks all!

--- I should share a screenshot of Worm's Work ---
'Posted
               
               

               


                     Modifié par henesua, 11 octobre 2013 - 02:18 .
                     
                  


            

Legacy_Draygoth28

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« Reply #104 on: October 11, 2013, 04:47:07 pm »


               That is pretty awesome stuff.