Author Topic: Ingame time scales  (Read 1078 times)

Legacy_Just a ghost

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Ingame time scales
« Reply #15 on: August 18, 2012, 07:19:13 am »


               For what's it worth: can't remember being on a server that didn't use the default time settings.
               
               

               
            

Legacy__six

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Ingame time scales
« Reply #16 on: August 18, 2012, 07:30:50 pm »


               Potentially simpler solution: create a set of different versions of the models at different timescales, starting with 2 minutes/hour (since that's the default), and give them an identifying name for the toolset. Eg

Clock (2mins/hr)
Clock (4mins/hr)
etc

If the clock is a tile, you could make just the hands of the clock an accompanying placeable.
               
               

               


                     Modifié par _six, 18 août 2012 - 06:32 .
                     
                  


            

Legacy_Borden Haelven

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Ingame time scales
« Reply #17 on: August 18, 2012, 08:27:55 pm »


               Not quite that simple... rather than have a 24 hr animation I've done 24 game hour animations. Times that by how ever many different timescales there are...*wibble*
'Image
The zodiac signs rotate to show the month, the hand rotates to show the hour (You can see it move slowly) the globe in the centre rotates to show the moons fazes and the small sun rotates to show the day of the week. All designed to sit nicely atop the State building group in the city tileset.
               
               

               
            

Legacy_s e n

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Ingame time scales
« Reply #18 on: August 18, 2012, 08:46:24 pm »


               Borden, I hava had similar idea a few years ago but im no scripter and everyone told me its was not possible, so it is so cool if you get this work!!! my idea was for menzoberranzan narbondel stone magical clock, maybe we get that too!!!
               
               

               
            

Legacy_Borden Haelven

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Ingame time scales
« Reply #19 on: August 18, 2012, 11:20:43 pm »


               Got it working OK. Bit heavy on models though. 24 for the hours, 28 for the days & 12 for the months. Area heartbeat driven mainly, only the hours hand is animated. I'll do 2 & 3 min/Hr versions of the hours for the challange.
               
               

               
            

Legacy_Fester Pot

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Ingame time scales
« Reply #20 on: August 19, 2012, 04:52:05 am »


               That's really cool! I'd love to see the same as part of a cities cobble tile, so it's viewable from bird's eye view and NPCs and PCs can walk over it like a normal tile. Not sure if that's even possible, if not, this is still a wonderful addition.

Great work!

FP!
               
               

               
            

Legacy_Carcerian

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Ingame time scales
« Reply #21 on: August 19, 2012, 05:10:12 am »


               Awesome work!
               
               

               
            

Legacy_Borden Haelven

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« Reply #22 on: August 19, 2012, 02:12:55 pm »


               

Fester Pot wrote...

That's really cool! I'd love to see the same as part of a cities cobble tile, so it's viewable from bird's eye view and NPCs and PCs can walk over it like a normal tile. Not sure if that's even possible, if not, this is still a wonderful addition.

Great work!

FP!


Aargh!!  You said those words. "Not sure if that's even possible" Gotta try it now darn it...  'Image
Would the Plaza 2 tile be suitable?'Image
               
               

               
            

Legacy_Borden Haelven

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« Reply #23 on: August 19, 2012, 03:25:27 pm »


               A bit like this you mean FP?

'Image
               
               

               
            

Legacy_Fester Pot

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Ingame time scales
« Reply #24 on: August 19, 2012, 04:32:00 pm »


               Haha! Yup! Just like that!

Personally, this addition allows the player to see everything without requiring too much camera shifting so they can see it on the tower.

Nice touch!

FP!
               
               

               
            

Legacy_OldTimeRadio

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« Reply #25 on: August 19, 2012, 04:37:21 pm »


               

Borden Haelven wrote...

A bit like this you mean FP?

'Image

Borden, that's frikkin' awesome, man.  What a great implementation of an idea!
               
               

               


                     Modifié par OldTimeRadio, 19 août 2012 - 03:38 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #26 on: August 19, 2012, 10:29:43 pm »


               yeah man thats some great work here.
               
               

               
            

Legacy_Borden Haelven

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« Reply #27 on: August 20, 2012, 02:32:13 pm »


               A short video of the finished clock.

www.youtube.com/watch
               
               

               
            

Legacy_henesua

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« Reply #28 on: August 20, 2012, 02:48:47 pm »


               Nice clip.

How does the animation work? It appears that each of those rings measures a different aspect of time. Can each of them by animated independently?
               
               

               
            

Legacy_Borden Haelven

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Ingame time scales
« Reply #29 on: August 20, 2012, 02:58:36 pm »


               The zodiac marks the months. The small sun marks the days. They animate at transition then are destroyed and replaced with the next models. The Moon in the centre marks the moon phases and changes with the day. Full moon is on day 13... It's entirely script & placeable based so can be placed anywhere.
               
               

               


                     Modifié par Borden Haelven, 20 août 2012 - 02:03 .