DarthDredge Posted July 18, 2007 Share Posted July 18, 2007 Couldn't you just make placeables of ships and put them fliyng in the sky or something like those bat things on Dantooine for the traffic? Link to comment Share on other sites More sharing options...
Master Zionosis Posted July 18, 2007 Share Posted July 18, 2007 Couldn't you just make placeables of ships and put them fliyng in the sky or something like those bat things on Dantooine for the traffic? Unfortunately that can't be done, to do that you would have to edit the area models and area modelling isn't....'doable' yet, but we're getting closer Link to comment Share on other sites More sharing options...
stoffe Posted July 18, 2007 Share Posted July 18, 2007 Unfortunately that can't be done, to do that you would have to edit the area models and area modelling isn't....'doable' yet, but we're getting closer You don't need to be able to make area models to add placeables to an area. They are independent objects on which you can use scripts to trigger their animations. I don't know if MdlOps currently handles animations well enough to import an animated placeable though. Link to comment Share on other sites More sharing options...
Master Zionosis Posted July 18, 2007 Share Posted July 18, 2007 I don't know if MdlOps currently handles animations well enough to import an animated placeable though. That's why I said it couldn't be done, I also thought that Mdlops couldn't import animated models yet, that's why I said it wasn't possible. Link to comment Share on other sites More sharing options...
Quanon Posted July 18, 2007 Share Posted July 18, 2007 That's why I said it couldn't be done, I also thought that Mdlops couldn't import animated models yet, that's why I said it wasn't possible. Sometimes it does , but its very buggy . I succesfully ,well partly succesfull , import the Main-animation skeleton of TSL , and a model of Sion who had animations . It is very buggy , it makes 3D-Max crash very easly and some of the animations play upside down , wich I think points out that the import of animations is still a bit flawed . Anyways , you would have to set-up the frames pretty good and I'm not that experienced with animations in 3D . I can model some stuff but rigging is still a bit out of my leak Besides I started to index the textures used in the Area-model of Taris , so I can adjust or replace them so they match beautifully with my skybox . EDIT : Taris flashy color-book city , just look how many times a texture canbe used and on many different pieces , I'll have to look out I don't design a nice tile-floor when its going to be 90% used as a wall . Link to comment Share on other sites More sharing options...
DarthDredge Posted July 18, 2007 Share Posted July 18, 2007 I didn't mean make animated placeables - can't you make a placeable of a ship and use scripting to move it across the screen? It doesn't have to be animated, it can just be an object moved by scripting. Link to comment Share on other sites More sharing options...
Master Zionosis Posted July 18, 2007 Share Posted July 18, 2007 I didn't mean make animated placeables - can't you make a placeable of a ship and use scripting to move it across the screen? It doesn't have to be animated, it can just be an object moved by scripting. I don't know if it is possible to do that as the placeable's don't have the animation to 'move', I think. Link to comment Share on other sites More sharing options...
Quanon Posted July 18, 2007 Share Posted July 18, 2007 Heads up , I got some screenys with a Retextured Taris ( not all is finished or considered "finished" , Coola is the chief so if he doesn't likes what he sees , I'm going to change that. ) And once again I'm spamming with pictures Anyways enjoy the view Link to comment Share on other sites More sharing options...
sekan Posted July 18, 2007 Share Posted July 18, 2007 This looks nice Link to comment Share on other sites More sharing options...
Quanon Posted July 18, 2007 Share Posted July 18, 2007 Okay last update before dive into my bed , it's getting pretty late . But I'm working in a mad rush , yargh Anyways just some more screens , without green ! So I added marble-like stone and gave a shiny effect , the floor is ok , but the wall sections I'm going to 'fix' . I used the same grey in the alpha channel as the floor parts , but it still looks a bit to over the top . Ofcourse I still need to change the lights , and the lighting file aswell . But I'll need some info from Coola , if he good give me an exact list of area's he's using in his mod , Taris UpperCity North and South are obvious , but Coola do you also use the appertments and the bar ???? Just give me a PM , else you might give away all the goodies . Link to comment Share on other sites More sharing options...
DarthDredge Posted July 18, 2007 Share Posted July 18, 2007 Can't you use a script like this: /* Possible Object types: OBJECT_TYPE_CREATURE OBJECT_TYPE_ITEM OBJECT_TYPE_TRIGGER OBJECT_TYPE_DOOR OBJECT_TYPE_WAYPOINT OBJECT_TYPE_PLACEABLE OBJECT_TYPE_STORE */ // for the 3 floats in the function below // you can use the X, Y, Z coordintates from // the whereami cheat code vector vPosition=Vector(0.0, 0.0, 0.0); location lWhereToSpawn=Location(vPosition,0.0); CreateObject( OBJECT_TYPE_CREATURE, "object_template",lWhereToSpawn); (from http://www.lucasforums.com/showthread.php?t=143412) to spawn the object and then a script like this: void main () { // goodbye.nss // This script will make any NPC // move to a desired location and vanish. object oNPC=GetObjectByTag("Carth"); // insert NPC's tag here float x=93.77; // do a whereami cheat float y=141.06; // to get x, y, and z float z=0.0; int bRun=FALSE; // you can set this to TRUE // if you want the NPC to run vector vExit=Vector(x,y,z); location lExit=Location(vExit,0.0f); ActionDoCommand(SetCommandable(TRUE,oNPC)); AssignCommand (oNPC,ActionForceMoveToLocation(lExit,bRun)); AssignCommand (oNPC,ActionDoCommand(DestroyObject(oNPC))); // you can omit this last command if you like -- // if the NPC is not able to move to the // location, this command will prevent // you from being able to speak with him // again. But if they're going to leave anyway... ActionDoCommand(SetCommandable(FALSE,oNPC)); } (from http://www.lucasforums.com/showthread.php?t=139381) to make it move across the screen? If it has to be an NPC for this to work, can't you make an NPC with the model and texture of a ship and make the coordinates be in the sky? btw, that screenshot looks great. Link to comment Share on other sites More sharing options...
Coola Posted July 19, 2007 Author Share Posted July 19, 2007 I really love that Taris Colour book city , for some reason it looks like it suits it.Not too sure about the green one though. The areas im using that have a sky are as follows Taris Upper City North Taris Upper City South Taris North (i think) Appartments Daviks Estate Maybe the Manaan Hangers the rest dont have a sky, unless u wanting to reskin them and become the official Skinner Link to comment Share on other sites More sharing options...
Master Zionosis Posted July 19, 2007 Share Posted July 19, 2007 Wow, the final screen shots look great, they should definitely be used as the textures. Can't you use a script like this: /* Possible Object types: OBJECT_TYPE_CREATURE OBJECT_TYPE_ITEM OBJECT_TYPE_TRIGGER OBJECT_TYPE_DOOR OBJECT_TYPE_WAYPOINT OBJECT_TYPE_PLACEABLE OBJECT_TYPE_STORE */ // for the 3 floats in the function below // you can use the X, Y, Z coordintates from // the whereami cheat code vector vPosition=Vector(0.0, 0.0, 0.0); location lWhereToSpawn=Location(vPosition,0.0); CreateObject( OBJECT_TYPE_CREATURE, "object_template",lWhereToSpawn); (from http://www.lucasforums.com/showthread.php?t=143412) to spawn the object and then a script like this: void main () { // goodbye.nss // This script will make any NPC // move to a desired location and vanish. object oNPC=GetObjectByTag("Carth"); // insert NPC's tag here float x=93.77; // do a whereami cheat float y=141.06; // to get x, y, and z float z=0.0; int bRun=FALSE; // you can set this to TRUE // if you want the NPC to run vector vExit=Vector(x,y,z); location lExit=Location(vExit,0.0f); ActionDoCommand(SetCommandable(TRUE,oNPC)); AssignCommand (oNPC,ActionForceMoveToLocation(lExit,bRun)); AssignCommand (oNPC,ActionDoCommand(DestroyObject(oNPC))); // you can omit this last command if you like -- // if the NPC is not able to move to the // location, this command will prevent // you from being able to speak with him // again. But if they're going to leave anyway... ActionDoCommand(SetCommandable(FALSE,oNPC)); } (from http://www.lucasforums.com/showthread.php?t=139381) to make it move across the screen? That might work, I just wasn't aware of a placeable being able to move due to them not having the animation for it, but I said that when I was tired and it was 3 AM, I now think that placeable's don't have the animations to 'walk', but that doesn't mean they can't 'move', two different things. We might not even need the second script, we can just add to it, this may work, but my scripting isn't the best so maybe not. void main () { /* Possible Object types: OBJECT_TYPE_CREATURE OBJECT_TYPE_ITEM OBJECT_TYPE_TRIGGER OBJECT_TYPE_DOOR OBJECT_TYPE_WAYPOINT OBJECT_TYPE_PLACEABLE OBJECT_TYPE_STORE */ location lWhereToSpawn=Location (vPosition, 174.0); CreateObject( OBJECT_TYPE_PLACEABLE, "airtaxi1",lWhereToSpawn); vector vPosition=Vector(174.0, 184.0, 147.0); // Spawn point of placeable object oPO=GetObjectByTag("airtaxi1"); // placeable's tag float x=93.77; // Moves the placeable float y=141.06; // to this location float z=265.0133; int bRun=TRUE; // sets placeable in 'run' mode // set to FALSE to go slower vector vExit=Vector(x,y,z); location lExit=Location(vExit,0.0f); ActionDoCommand(SetCommandable(TRUE,oPO)); AssignCommand (oPO,ActionForceMoveToLocation(lExit,bRun)); AssignCommand (oPO,ActionDoCommand(DestroyObject(oPO))); } Now that script has errors in it, I tried correcting them but I couldn't fix it, so if someone who is good at scripting could correct the errors, maybe Stoffe if she doesn't mind, Then that script may work. Link to comment Share on other sites More sharing options...
stoffe Posted July 19, 2007 Share Posted July 19, 2007 That might work, I just wasn't aware of a placeable being able to move due to them not having the animation for it, but I said that when I was tired and it was 3 AM, I now think that placeable's don't have the animations to 'walk', but that doesn't mean they can't 'move', two different things. Placeables can't move, they are stuck at the coordinates they are spawned until they are destroyed. The only way to "move" a placeable would be to repeatedly spawn and destroy instances of it with slightly changed coordinates, but that does not look very natural and would slow down the game noticeably if you do it quick enough for it to appear fluid. Not to mention that using NWScript would be the equivalent of using carpet bombing to perform a surgical strike when it comes to carefully timed scripted sequences. Placeables can however seemingly "move" (even if they in reality do not) if they are only meant to do so along a predetermined pattern by using an animation (for example a ship that takes off and lands along exactly the same route every time) of the placeable. For objects that need to be able to move around more freely those are usually made as creatures with an appearance model of an object instead. For example a crate that should be force pushable could be made as a creature with an appearance model that makes it look like a crate. Link to comment Share on other sites More sharing options...
Quanon Posted July 19, 2007 Share Posted July 19, 2007 Thanks Coola , I needed to know this , because the undercity uses a few Uppercity Textures here and there and the "slummy" look is getting changed into "Rich-Expansive" looking , mainly the appartement area's . So this might have contradicted to a setting you might had in mind for a particular area . But it also means I'm then almost finished with the retexturing of the Taris/Coruscant area . Yihaaaa . And I would be happy to Transform Davik's estate aswell . EDIT : About the 3D animation "objects flying around" , perhaps it would be possibel , but how would I get the right dimensions and coordinates the ship has to follow . I could rebuild the area-modules in Max use them as a guide . But then again , I don't think Mdlops is that good at "converting" mdl files with animations . Besides I'll do the re-texturing first and I'm helping GloveMaster aswell with his mod project ( its small , but takes its time to do it right ) . EDIT 2: The North and South apartments use the same textures , they are practicly the same area-model , so here are a couple of screenshot from within the apartments . Hope you like these Coola Link to comment Share on other sites More sharing options...
Salzella Posted July 19, 2007 Share Posted July 19, 2007 oh em g33. stunning work so far Link to comment Share on other sites More sharing options...
Master Zionosis Posted July 19, 2007 Share Posted July 19, 2007 Placeables can't move, they are stuck at the coordinates they are spawned until they are destroyed. The only way to "move" a placeable would be to repeatedly spawn and destroy instances of it with slightly changed coordinates, but that does not look very natural and would slow down the game noticeably if you do it quick enough for it to appear fluid. Not to mention that using NWScript would be the equivalent of using carpet bombing to perform a surgical strike when it comes to carefully timed scripted sequences. Placeables can however seemingly "move" (even if they in reality do not) if they are only meant to do so along a predetermined pattern by using an animation (for example a ship that takes off and lands along exactly the same route every time) of the placeable. For objects that need to be able to move around more freely those are usually made as creatures with an appearance model of an object instead. For example a crate that should be force pushable could be made as a creature with an appearance model that makes it look like a crate. That's what I thought, I only made the script just in case a placeable could move. Link to comment Share on other sites More sharing options...
DarthDredge Posted July 19, 2007 Share Posted July 19, 2007 Placeables can't move, they are stuck at the coordinates they are spawned until they are destroyed. The only way to "move" a placeable would be to repeatedly spawn and destroy instances of it with slightly changed coordinates, but that does not look very natural and would slow down the game noticeably if you do it quick enough for it to appear fluid. Not to mention that using NWScript would be the equivalent of using carpet bombing to perform a surgical strike when it comes to carefully timed scripted sequences. Placeables can however seemingly "move" (even if they in reality do not) if they are only meant to do so along a predetermined pattern by using an animation (for example a ship that takes off and lands along exactly the same route every time) of the placeable. For objects that need to be able to move around more freely those are usually made as creatures with an appearance model of an object instead. For example a crate that should be force pushable could be made as a creature with an appearance model that makes it look like a crate. So then they could do it with a creature that has the model and texture of a ship? Isn't that what I suggested above ("...If it has to be an NPC for this to work, can't you make an NPC with the model and texture of a ship...")? EDIT: I'm not trying to sound mean or anything, I'm just confused. Link to comment Share on other sites More sharing options...
Master Zionosis Posted July 19, 2007 Share Posted July 19, 2007 So then they could do it with a creature that has the model and texture of a ship? Isn't that what I suggested above ("...If it has to be an NPC for this to work, can't you make an NPC with the model and texture of a ship...")? EDIT: I'm not trying to sound mean or anything, I'm just confused. The main point is it would be to much trouble to achieve something that won't look 'perfect' anyway, and it doesn't really mater, there is the sound of air taxi's flying around so.... Link to comment Share on other sites More sharing options...
Quanon Posted July 19, 2007 Share Posted July 19, 2007 The main point is it would be to much trouble to achieve something that won't look 'perfect' anyway, and it doesn't really mater, there is the sound of air taxi's flying around so.... There are small models flying around , just check it out for yourselfs . Press "tab" for first person and look up . The thing is , it's not massive traffice lines , like where used to see in the Prequel movies . And trying to do this with npc's won't work , cause their are now walkable meshes that far up or away and even if we did it , you would bump up the bounding box around the model , even if it was high up . Its a nice suggestion and would have been great to do if it wasn't such darn nasty thing to get it done right . Anyways , retexturing of Davils Estate to Jedi Temple is not as easy as Taris . Cause I'm trying to make some brand new texture , for Taris I mostly edited the orginal textures , just the floor are custom made . But for the Jedi Temple I want something "awesome" "epic" and just darn-good looking . So far it doesn't look that good , I'll have to do some trial and error work on this . Have a look , just not that good , ow well ... : Link to comment Share on other sites More sharing options...
LUCIUS AQUILA Posted July 19, 2007 Share Posted July 19, 2007 Really looking great Quanon. Can't wait for it to be released. Link to comment Share on other sites More sharing options...
Quanon Posted July 20, 2007 Share Posted July 20, 2007 Really looking great Quanon. Can't wait for it to be released. Thanks , but its Coola hows doing the major work here . I hope he fares aswell like I'm doing So , been busy the last couple of hours with Daviks Estate , I'm now pleased with 3 textures I replaced and one of them I'm doubting about . So I have black-marble ( cold like) and red marble ( same type I used on Taris , warm like ) THey both look good , give a nice contrast to the white-marble . I also worked on one of the Rim-textures , the other one is next . And then I can start on the floors . Ofcourse they all need some tweaking and maybe I should reduce my "shiny" marble , don't know for sure . Just look at these two screenshots and give some opinions about black vs red marble Link to comment Share on other sites More sharing options...
jonathan7 Posted July 20, 2007 Share Posted July 20, 2007 They both look awesome. I prefer the red, from memory of the films, I think the deep red is more the kind of thing that would be in the jedi temple (which is what i presume this is being used for), but to be honest both work really well. Keep up the good work Link to comment Share on other sites More sharing options...
L0rdReV@n88 Posted July 20, 2007 Share Posted July 20, 2007 i say the red but they both look really great Quanon Link to comment Share on other sites More sharing options...
sekan Posted July 20, 2007 Share Posted July 20, 2007 I say red also... great work! Link to comment Share on other sites More sharing options...
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