Author Topic: November 2012 Custom Content Challenge: Sea, Air & Land Travel  (Read 931 times)

Legacy_Invisig0th

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #60 on: November 27, 2012, 08:40:42 pm »


               Really love those animations, Failed.Bard. Thanks for doing them!
               
               

               
            

Legacy_OldTimeRadio

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #61 on: November 27, 2012, 08:58:35 pm »


               Very nice, Failed.Bard!
               
               

               
            

Legacy_gutwrench66kg

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #62 on: November 29, 2012, 06:27:53 am »


               Those anims ROCK! any chance they have support for cloaks/coats/tabards?
               
               

               
            

Legacy_Failed.Bard

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #63 on: November 29, 2012, 01:46:36 pm »


               The animations are made with cloak and robe support, it's moreso noticeable falling than climbing, but that's only if they're left in the a_ba as opposed to being moved to another phenotype.
 I still have to do some tweaks to the scripts for them (ActionJump and ActionClimb, that call nested functions with an ActionDoCommand so they use the queue), and I'll add support for the existing long jump animation as well, so that can be easily added.

 Obviously, the skills setup around them would vary server to server, so I'm not touching on that part of the scripts.  Any success/failure aspect of it would have to be handled before they're called.

 Either tomorrow or the 1st I'll have them ready to submit, with the castle map, testing tool, and scripts.
               
               

               
            

Legacy_Estelindis

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #64 on: November 30, 2012, 01:47:05 am »


               Just popping in to give a word of thanks to Andarian for submitting the flying system to the CCC, putting together the documentation and the demo module.  It was an interesting challenge to work on.  

One thing I always regretted was never having time to get rid of the layer cake effect on the raise/lower tiles.  They had to be increased in slope compared to TNO and that caused the layer effect, which is quite mild in TNO, to become more apparent.  What I really wanted to add was a crosser, but I looked into that again this month and it would be a significant amount of work (due to the combinations of various crosser tiles with various raise/lower tiles).  What might do the job on less work would be some static features, but it's hard to say.  Crossers give a lot in terms of flexibility and it could be that features could only be placed on a small number of the tiles that a person would actually lay down...

Anyway, I hope the system is useful to people!
               
               

               


                     Modifié par Estelindis, 30 novembre 2012 - 01:47 .
                     
                  


            

Legacy_Asymmetric

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #65 on: November 30, 2012, 05:53:12 pm »


               I finished the wagon:

'Image

The placeable version has a closed door. The tileset version has a walkable interior and a spot for a generic door (1x1 group for the grass terrain in the tno rural tileset)

I'm a bit concerned about the polycount (1900-2000). The wheels are really poly intensive, but it seemed to run just fine.
               
               

               


                     Modifié par Asymmetric, 30 novembre 2012 - 06:13 .
                     
                  


            

Legacy_OldTimeRadio

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #66 on: November 30, 2012, 06:08:28 pm »


               Nice work!
               
               

               
            

Legacy_henesua

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #67 on: November 30, 2012, 06:17:01 pm »


               Beautiful work, Asymetric!
               
               

               
            

Legacy_Zwerkules

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #68 on: November 30, 2012, 06:35:59 pm »


               

Asymmetric wrote...
I'm a bit concerned about the polycount (1900-2000). The wheels are really poly intensive, but it seemed to run just fine.


3000 is okay for tiles like those wagons which will not get used everywhere in an area.
Even for frequently used tiles 2000 is okay.
Lord of Worms has made tiles with over 5000 polygons and for many people those don't cause lag.
               
               

               
            

Legacy_OldTimeRadio

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #69 on: November 30, 2012, 10:17:41 pm »


               

Asymmetric wrote...
I'm a bit concerned about the polycount (1900-2000). The wheels are really poly intensive, but it seemed to run just fine.

2000 faces generally isn't generally that bad for a static mesh...unless you've got shadows ticked on the Aurora Trimesh modifier.  That opens up a whole can of worms nobody really wants to open up, even if spot-testing makes it seem like it's not that big a deal.  Main thing, aside from shadows, is compile your model.  Here's a quick kit I put together for somebody else.  You should be able to compile it with the Bioware model compiler, copying your model into the "in" folder and running the batch file.  If you have any trouble, PM me.  You can always optimize a model with a bit more in-depth analysis, but I don't know how big a deal that is to you for a CC submission.

With the CCC, I tend to have a bit more fun and not obsess too much.  ':lol:'
               
               

               


                     Modifié par OldTimeRadio, 30 novembre 2012 - 10:21 .
                     
                  


            

Legacy_Pearls

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #70 on: December 01, 2012, 01:12:27 am »


               i updated some of the text to match the scripts or the scripts to match the text as it seems they were mismatched in updates, and i am submitting them now


[img]http://i.imgur.com/XjHI2.png[/img]
Dimension Door
Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate level: 4
School: conjuration
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: point
Duration: 1 second
Save: none
Spell resistance: no

Description:
After a short delay, the caster is instantly transported to the precise target location. The caster is immobilized for 1 second upon arrival, but may take other actions as normal.

If the caster does not have a direct line-of-sight to their target location, the spell fails.


[img]http://i.imgur.com/u8TWf.png[/img]
Blink
Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate level: 3
School: transmutation
Components: verbal, somatic
Range: short (8 meters)
Area of effect: point
Duration: 1 round
Save: none
Spell resistance: no

Description:
The caster is transported to the precise target location, and is immobilized upon arrival, but may take other actions as normal.

If the caster does not have a direct line-of-sight to their target location, the spell fails.


[img]http://i.imgur.com/TVwe6.png[/img]
Dimensional Swap
Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate level: 4
School: transmutation
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: single
Duration: 1 round
Save: none
Spell resistance: yes

Description:
The caster instantly swaps position with the target, and both the caster and target are immobilized at their new locations for the duration of the spell. However, both may take other actions as normal.

If the caster does not have a direct line-of-sight to their target, the spell fails.


[img]http://i.imgur.com/j24YY.png[/img]
Haste/Slow
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate level: 2
School: enchantment
Components: verbal, somatic
Range: short (8 meters)
Area of effect: single / large (5 meter radius)
Duration: 5 rounds
Save: none
Spell resistance: yes
Additional counterspells: expeditious retreat

Description:
If the target of the spell is hostile towards the caster, their movement speed is reduced by 50%. Otherwise the target's movement speed is increased by 50%.

If cast at the ground, increases the movement speed of all allies by 20% and reduces the movement speed of all hostile creatures by 20% in the alternate area of effect.

               
               

               


                     Modifié par Pearls, 01 décembre 2012 - 04:06 .
                     
                  


            

Legacy_Failed.Bard

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #71 on: December 01, 2012, 04:14:40 am »


               I got the jump/climb animations finished up and sent in, along with the jump/climb testing tool, the map I set up for testing them, and the control scripts.  The core scripts I moved to an include to make it easier for integration into other jump and climb systems.

 Animations are set onto constants, also for ease of integration.  I made a quickie long jump animation today just so I could finish up the scripts.  Here's the constants used by default:

const int ANIMATION_WALL_CLIMB = ANIMATION_LOOPING_CUSTOM1;
const int ANIMATION_JUMP_DOWN  = ANIMATION_LOOPING_CUSTOM2;
const int ANIMATION_LONG_JUMP  = ANIMATION_LOOPING_CUSTOM8;

 Oddly, cloaks animate in gmax properly, but not in game.  I might be able to figure out why that is later, but it won't make it into the initial CCC release even if I do.
               
               

               
            

Legacy_Shemsu-Heru

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #72 on: December 01, 2012, 03:51:44 pm »


               

Asymmetric wrote...

I finished the wagon:

'Image

 just fine.



Very good; Thaks for making this....
               
               

               
            

Legacy_Bard Simpson

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #73 on: December 03, 2012, 09:25:32 pm »


               

Shemsu-Heru wrote...

Very good; Thaks for making this....


Hear, hear! My compliments to Asymmetric and everyone else who contributed!

Oh, and it was lovely to see Estelindis pop in for a moment, too.
               
               

               
            

Legacy_Asymmetric

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November 2012 Custom Content Challenge: Sea, Air & Land Travel
« Reply #74 on: December 10, 2012, 05:35:56 pm »


               Okay, thanks for the info. The wagon should be alright then. I've disabled most of the shadows, only the roof and the side walls cast shadows.