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Fly Me To The Moon


JonDark

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If someone could make a large sphere with collision, I can start working on it after I'm done with this awesome idea I had for a true Bag of Holding.

Sure I'll give it a go.

 

I like the idea of a true bag of holding the one I'm using has an issue. Every time I close down an oblivion gate it makes all my stuff disappear, everything in the bag of holding that is. At the moment I've been using the Armamentarium test mod as a kind of magical storage place. It holds as much as you can fill it with and nothing gets lost when you shut down a gate. As far as the moon thing goes How do they do the moons in the first place?

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Huh? That idea was for a bag that you could walk around inside of. Then I found that what I had in mind was just another portable plane mod, so it needs some rethinking first.

 

 

The moons are just a static texture object that floats across the sky and becomes more or less transparent. It's attached to the sky, so you can't reach 'em.

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Huh? That idea was for a bag that you could walk around inside of. Then I found that what I had in mind was just another portable plane mod, so it needs some rethinking first.

 

 

The moons are just a static texture object that floats across the sky and becomes more or less transparent. It's attached to the sky, so you can't reach 'em.

 

I still like your idea as long as I don't lose my stuff when closing gates.

 

I already know I can't reach the moons as they are. I was thinking of how to do the Tamriel disk when the time came. You see what I would like to do is create that midway world space first just to see if it can be done. It would have to have no visible ground and be able to mimic the blackness of space without getting too complicated. The sky box would have to show the sun the two moons and the world of Tamriel. I don't think we could make the sky go clear around to be underneath as well but the underside could be made to be so black it would almost seem to be space while in reality it would be an invisible surface just like what makes it possible to fly. There could then be visible rocks scattered like asteroids out in space to give the area some interest and something to explore. I've been playing with the tool kit and am still having a hard time making heads or tails out of it but I think I'll get there eventually.

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We could just skip the middle section and let the player fly up. Bethesda's trusted people that their computers can take it, like in KotN. One scene there you're floating a seriously long way above the ground.

 

We can cheat at making Tamriel look far off by just shrinking the model we use for it, so we also don't have to worry about LOD problems.

 

Still boggled over how to set the player a-flyin' upwards.. Max fortify their acrobatics and make 'em jump for it?

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We could just skip the middle section and let the player fly up. Bethesda's trusted people that their computers can take it, like in KotN. One scene there you're floating a seriously long way above the ground.

 

We can cheat at making Tamriel look far off by just shrinking the model we use for it, so we also don't have to worry about LOD problems.

 

Still boggled over how to set the player a-flyin' upwards.. Max fortify their acrobatics and make 'em jump for it?

 

 

I already tried a jumping mod that does the whole raising of stats to whatever high number.There is no control at all during the jump. However I already described a mod before that makes the player character fly but what I'd really like is to have that small vessel from sides sailing ships. It's called the nalis.

There is already a flying ship mod out there but I don't like the big balloon attached to it. That doesn't seem very magical to me. Couldn't we take the mod apart(with permission of course) and replace the ship that is already there with the smaller Elven one? As for trying to use the existing world box for the whole thing we would then be stuck with the weather as is. in a new world box we could turn off all weather and set it to be always night and we could use the existing sky textures with the addition of the Tamriel world in our "space" I know we need to keep things as simple as is possible but I really feel this intermediary "space" is the best way to go. I know it can be done. I've seen it in pocket dimensions where there is a house and literally nothing else, nothing but blue sky and sun and underneath even more nothing. Hey you know what you are working on something like this right now why can't you make it so it is always night there is nothing in it at all for the time being just until we see how practical it is for us to use and also make it a bit bigger than you more than likely had originally planned. As an experiment how would that be? Thanks so much for getting involved in this. I appreciate everything you're doing on behalf of this little project. Because of my own health troubles I don't think this would have even seen any kind of progress without you.

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Mr_siika's ship can't go up or down, just left and right. Oblivion's engine doesn't like it when you put collision under the player and move him up and down. Very jerky movement and such.
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It is possible to move the player up fast and smoothly.

As I said before, flying mods work by keeping an invisible, static-like plane under the player at all times.

 

This code moves the player up real fast when the 'numeric +' key is pressed.

aaqqlibBase is an ARGate01 scaled to 0.1.

 

;=== Zoom up ===
if IsKeyPressed3      78   ;  NUM+	
let posZ := playerref.getpos z + 20000 * getsecondspassed
playerref.setpos z posZ
playerref.setangle x 80

let posX := playerref.getpos X 
let posY := playerref.getpos Y
let posZ := playerref.getpos Z 
aaqqlibBase.setpos X posX
aaqqlibBase.setpos Y posY
aaqqlibBase.setpos Z posZ		
endif

 

Of course, this has to be improved a lot if you want to use it in a mod

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I still like the reverse Tarhiel thing.

 

Qquix, can you explain that code a bit more in detail? That setpos command might work very well for our purposes, especially if we just set a timer for time traveled upwards and disable controls for the player.

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Qquix, can you explain that code a bit more in detail?

The first two lines move the player up (z axis) at a speed of 20,000 game units (300m / 1,000 feet) per second.

The third line forces the player to look down (x axis).

The six remaining lines positions a solid base (a vanilla ARGate01) at the player's feet, so he does not fall.

 

. . . especially if we just set a timer for time traveled upwards and disable controls for the player.

That is what I meant when I said it needs to be improved a lot.

You also need someone that knows modeling to turn the plane invisible, or, even better, tweak the boat mesh to hold the player in between frames. Check this thread..

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