Rasta_Zergling Posted April 17, 2006 Share Posted April 17, 2006 Right, I just started working on this mod this afternoon. The mod will add a new city named Aeros, as well as possibly a new faction and new quests. The City is located on the imperial city waterfront (just outside the City Isle region). There will be an NPC on the shore who will offer to transport you up to the city. I had originally tried to make this mod for Morrowind, but I wasn't very good with the editor back then. I think I've improved enough to make it now though. Anyways, here are a few screenies of the bit I have done.(note: these are from the editor. I haven't gotten any in-game pics yet) A closeup of one of the 6 thrusters that keep the city airborne. (Yes, those are the towers from Anvil)http://img160.imageshack.us/img160/4959/thruster2lr.jpg Here you can see most of the thrusters. Clearly the people who built it didn't care much for the environment.http://img108.imageshack.us/img108/9185/thrusters0oy.jpg Now I've put in the platforms that connect the thrusters, and for the base of the city. I might make these bigger in the future, so that I have more building space This is the platform from the fronthttp://img160.imageshack.us/img160/3313/platformfront6wo.jpg And this the one in backhttp://img108.imageshack.us/img108/4973/platformback6zt.jpg I'll keep you guys posted about the mod's progress Link to comment Share on other sites More sharing options...
Rasta_Zergling Posted April 18, 2006 Author Share Posted April 18, 2006 Just a small updateI've finished making the vehicle that will bring you to the city I think the people of oblivion took the term "Rocket Ship" too literallyhttp://img101.imageshack.us/img101/2425/rocketship5xp.jpg Link to comment Share on other sites More sharing options...
Rauthelegendary Posted April 18, 2006 Share Posted April 18, 2006 I think the people of oblivion took the term "Rocket Ship" too literally LOL, I would love to see this mod! :D Link to comment Share on other sites More sharing options...
Rasta_Zergling Posted April 18, 2006 Author Share Posted April 18, 2006 I would like to try and get the script that was used to make the boat mod, so that I could make the rocket ship driveable Link to comment Share on other sites More sharing options...
Rasta_Zergling Posted April 19, 2006 Author Share Posted April 19, 2006 Right, well I've managed to get the script, now I just need to tinker with it for a bit Link to comment Share on other sites More sharing options...
Aventhorn Posted April 19, 2006 Share Posted April 19, 2006 It's a cool idea. I'd like to see someone do a huge underground city with maybe a running stream going through it. Link to comment Share on other sites More sharing options...
Rasta_Zergling Posted April 19, 2006 Author Share Posted April 19, 2006 Right, well I'm really bad at coding, so if someone could please help me. Here are the 4 different pieces of code that were used in the boat mod ScriptName aaRowBoatScript Begin OnActivate if (BoatSkiffDeployed == 0) Set BoatSkiffDeployed to 1 Set BoatSkiffMove to 99 MessageBox "Ready to row. Press the run key to activate the command menu while on the boat." else Set BoatSkiffMove to 1 MessageBox "Ready to row. Press the run key to activate the command menu while on the boat." endifEnd ScriptName aaBoatScript Begin OnActivate if (BoatMove == 0) if (BoatSkiffDeployed > 0 && BoatSkiffMove > 0) Set BoatSkiffDeployed to 0 Set BoatSkiffMove to 0 endif Set BoatMove to 99 MessageBox "Ready to set sail. Press the run key to activate the command menu when at the helm." endifEnd ScriptName aaMastScript float ExitAnglefloat FixAnglefloat rfloat r2float dfloat d2float xfloat y Begin OnActivate if (BoatMove != 1) if (BoatCrowsNest == 0) Set BoatCrowsNest to 1 ;Adjust for model alignment Set FixAngle to BoatAngle + 90 if (FixAngle < 0) Set FixAngle to FixAngle + 360 elseif (FixAngle >= 360) Set FixAngle to FixAngle - 360 endif ;Get degrees by quadrant if (FixAngle < 90) Set d to FixAngle elseif (FixAngle < 180) Set d to FixAngle - 90 elseif (FixAngle < 270) Set d to FixAngle - 180 else Set d to FixAngle - 270 endif ;Get reverse in order to use sine for both offsets, improving accuracy Set d2 to 90 - d ;Calculate radians Set r to (d * 3.14159265) / 180 Set r2 to (d2 * 3.14159265) / 180 ;Calculate offsets with Taylor series expansion of sine Set x to r - ((r * r * r) / 6) + ((r * r * r * r * r) / 120) - ((r * r * r * r * r * r * r) / 5040) Set y to r2 - ((r2 * r2 * r2) / 6) + ((r2 * r2 * r2 * r2 * r2) / 120) - ((r2 * r2 * r2 * r2 * r2 * r2 * r2) / 5040) ;Multiply offsets to get new position if (FixAngle < 90) Set PlayerX to BoatX - (y * 90) Set PlayerY to BoatY + (x * 90) elseif (FixAngle < 180) Set PlayerX to BoatX + (x * 90) Set PlayerY to BoatY + (y * 90) elseif (FixAngle < 270) Set PlayerX to BoatX + (y * 90) Set PlayerY to BoatY - (x * 90) else Set PlayerX to BoatX - (x * 90) Set PlayerY to BoatY - (y * 90) endif ;Move to offsets player.SetPos x, PlayerX player.SetPos y, PlayerY Set PlayerZ to 1605.15 player.SetPos z, PlayerZ player.ResetFallDamageTimer Set ExitAngle to BoatAngle player.SetAngle z, ExitAngle else Set BoatCrowsNest to 0 Set PlayerX to BoatX Set PlayerY to BoatY ;Move to offsets player.SetPos x, PlayerX player.SetPos y, PlayerY Set PlayerZ to 164.29 player.SetPos z, PlayerZ player.ResetFallDamageTimer Set ExitAngle to BoatAngle player.SetAngle z, ExitAngle endifendif end scriptname aaAntiGravScript Begin OnActivate returnEnd I have no Idea what to use, all I know is that the first one was used for a rowboat, the second and thirsd were used for the actual ship, and the fourth doesnt seem to show up anywhere. I'm going to try and get in contact with the guy who made the mod, but if there are any good coders here, help would be appreciated Link to comment Share on other sites More sharing options...
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