harIII Posted April 19, 2015 Share Posted April 19, 2015 Hey guys, I know it's been a while but I do in fact still toy around with this stuff. Right now I'm working on a more "vivid" void world like the one we saw in KOTOR with the mystery box you pick up on the Ebon Hawk. It's supposed to be something that looks like it's way on out in space on a very small asteroid. Something barely the size of a typical lot. I'm at having a few other asteroids floating around but I do have a few questions as far as adding in some nifty effects. 1. Pool of Water - How do I go about creating a nicely animated pool of water? There is a small platform which will be accessed by a bridge going across a small trench. I would like that trench to be filled with water. 2. Waterfall - How do I create a waterfall? I want a stationary asteroid which will be very close but above main asteroid you are standing on. I would like to have the waterfall come out of the asteroid above you and land in the pool of water. 3. Water Crest - How do I create a water crest as though water is beginning to rush off the edge of the asteroid you are currently standing on? I'd like to create the illusion that the water will overflow and fall right out into space. 4. Moving Models - How do I make models follow a certain path as well as rotate? I'd like to have other asteroids rotating on their axis as well as following a path as though they are in orbit around the main asteroid you are standing on. Any help is greatly appreciated. Link to comment Share on other sites More sharing options...
Sithspecter Posted April 20, 2015 Share Posted April 20, 2015 1. Pool of Water - How do I go about creating a nicely animated pool of water? There is a small platform which will be accessed by a bridge going across a small trench. I would like that trench to be filled with water. 2. Waterfall - How do I create a waterfall? I want a stationary asteroid which will be very close but above main asteroid you are standing on. I would like to have the waterfall come out of the asteroid above you and land in the pool of water. 3. Water Crest - How do I create a water crest as though water is beginning to rush off the edge of the asteroid you are currently standing on? I'd like to create the illusion that the water will overflow and fall right out into space. 4. Moving Models - How do I make models follow a certain path as well as rotate? I'd like to have other asteroids rotating on their axis as well as following a path as though they are in orbit around the main asteroid you are standing on. Any help is greatly appreciated. 1. Probably doable with textures like the water texture on Manaan or the Unknown world. A plane or other flat surface would probably work for this. 2. Again, probably doable by using the waterfall texture from Dantooine. I'd advise importing the Dantooine area models and having a look at the geometry for them. Additionally, placing an emitter at the base and maybe to top would help too. You can reference the ones from Dantooine in KAurora. 3 and 4. I'm fairly certain you won't be able to do either of these. 3 sounds out of the Odyssey engine's league. I don't even know how you'd go about doing that. 4 should technically be feasible, but for some reason I cannot get area models to animate at all. I've tried a number of times, but I have yet to export an area model with animations. But, to animate that, you'd basically set up the path of the asteroids, and then add the rotation as part of the animation. Then, theoretically you'd use MDLOps to compile it. However, as I said, may or may not work for you. I've tried this before and it hasn't worked for me yet. Link to comment Share on other sites More sharing options...
harIII Posted April 20, 2015 Author Share Posted April 20, 2015 Hmmm, maybe the moving asteroids will work if I create separate walkmeshes and export the asteroids as NPCs. That way I can just have them walk waypoints... Link to comment Share on other sites More sharing options...
Sithspecter Posted April 20, 2015 Share Posted April 20, 2015 That's one way to do it if you don't overlap the walkmeshes. It would still be potentially difficult to make them spin though. Link to comment Share on other sites More sharing options...
harIII Posted April 20, 2015 Author Share Posted April 20, 2015 Well I'm thinking about taking the spinning effect out and just make them move around. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted April 21, 2015 Share Posted April 21, 2015 Animated Placeables will be the easiest to implement. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted April 21, 2015 Share Posted April 21, 2015 Animated Placeables will be the easiest to implement. Especially since they'd be able to rotate and move around. Link to comment Share on other sites More sharing options...
Sithspecter Posted April 21, 2015 Share Posted April 21, 2015 Animated Placeables will be the easiest to implement. The problem that I've encountered when trying to do this is that the placeable (or door for that matter) disappears in game when the camera rotates very far past one of the visual hooks or dummies. If you have a placeable or door larger than a few meters wide, this is an incredibly annoying problem. But if anyone knows the solution, please inform me by all means, I'd really like to hear it. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted April 22, 2015 Share Posted April 22, 2015 If it's far enough away from the main accessible area, shouldn't have any issues. For the HK factory, as an example, I redid the moving factory lines with a placeable. (For start/stop animation). Seems to work Link to comment Share on other sites More sharing options...
Sithspecter Posted April 22, 2015 Share Posted April 22, 2015 Actually, today, I was doing some testing on the Sleheyron door. By adding two additional "lookathook" dummies 10 meters on either side of the door in the ASCII file, I was able to rectify this problem. It still registers the original dummy as the one that gets highlighted for selection and all, but the camera/field of view responds to all three. So no more disappearing door, which was highly distracting in my opinion. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted April 22, 2015 Share Posted April 22, 2015 Bead used this solution once, but I think they have to be pretty far away to ensure it works for certain Link to comment Share on other sites More sharing options...
newbiemodder Posted April 23, 2015 Share Posted April 23, 2015 When I was trying to create a Mos Eisley for K2 Show spoiler (hidden content - requires Javascript to show) The ships I created were 'creatures'. I clipped a ship from an existing module and gave it a take off or landing animation in gmax. it would successfully loop during gameplay. Similar idea to creating a placeable. I just had to create the animation within the context of the new area. Link to comment Share on other sites More sharing options...
Sithspecter Posted April 23, 2015 Share Posted April 23, 2015 The ships I created were 'creatures'. I clipped a ship from an existing module and gave it a take off or landing animation in gmax. it would successfully loop during gameplay. Similar idea to creating a placeable. I just had to create the animation within the context of the new area. Interesting, I wasn't aware that making an animation as a creature rather than a placeable would work. I will have to try this out. That will definitely work for any area animations. Link to comment Share on other sites More sharing options...
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