ub3rman123 Posted June 29, 2010 Share Posted June 29, 2010 Would it be possible to just use a basic collision box? Link to comment Share on other sites More sharing options...
QQuix Posted June 29, 2010 Share Posted June 29, 2010 Nope. Most meshes don't take their collision with them, when moved. I am no modeler and I don't understand it, but that thread explains it all. Link to comment Share on other sites More sharing options...
JonDark Posted June 29, 2010 Author Share Posted June 29, 2010 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. The Akatosh mount works the same way as the My Flying mod and yet it uses a dragon upon which the player character can sit. There is a Pegasus mount that also works the same way. Now I know the sides ship doesn't move up and down because it wasn't made to however I am confident one of these sailing vessels can be made to not only fly but to be just as easily controlled as well. I just finished downloading the Dwemer Flying Ship mod to see just how that works and if it could be a suitable base for creating another simpler version that can fly us to the Moon. Link to comment Share on other sites More sharing options...
JonDark Posted June 29, 2010 Author Share Posted June 29, 2010 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 Ok This is where I get off sort of because none of it makes any sense to me so I will not comment on this except to ask This. If the flying Dwemer Sky Ship can be made to fly and be controled to go left, right, up, down then couldn't the ship it's self be substituted with the Small Elven ship? and This next is just a bit off subject. Could one create a flying carpet using the same basic idea as you have described here. "As I said before, flying mods work by keeping an invisible, static-like plane under the player at all times". Sorry to get a bit off subject I've just become rather obsessed with flying lately and I ran into a rug mod resource the other day and naturally it got me to thinking. Thanks for your interest here. Link to comment Share on other sites More sharing options...
JonDark Posted June 29, 2010 Author Share Posted June 29, 2010 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. Refresh my memory please Tarhiel was the guy who made the so called flight scroll in Morrowind am I correct? and wasn't that just another type of jump spell?I already have a ring mod that does this as I said before but it is completely unstable. The player spins all over the place and comes down hard getting killed in the process. The My Flight Spell: http://www.tesnexus.com/downloads/file.php?id=5244 is a more or less stable, working mod that already does everything we need it to do. Now that's just for the pc to fly and it doesn't include a ship but there are other mods that do and we could use them as a base to work from I think. Please correct me if I am wrong. As far as the code thing is concerned I wrote in another comment that I don't understand that stuff maybe someone could explain it in laymans terms so I can be up to speed with everyone else. Thank you. Link to comment Share on other sites More sharing options...
JonDark Posted June 29, 2010 Author Share Posted June 29, 2010 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.. Ok so explain please. How does one implement this code? Does the pc have to look down? Is this anything like the My Flying Spell Mod: http://www.tesnexus.com/downloads/file.php?id=5244 Or is it something completely different? Does the flat plane have to be invisible? Could it be something like a carpet as I mentioned in an earlier comment? Please forgive me if I am completely out of the loop here. I am trying to learn though it goes slowly at best. Link to comment Share on other sites More sharing options...
Nexus Set Posted June 29, 2010 Share Posted June 29, 2010 Sorry, if this was already posted, didn't read through the previous posts. You guys should check out ALGOHOL. There's also a demo esp here that shows what it can do. :thumbsup: Link to comment Share on other sites More sharing options...
JonDark Posted June 29, 2010 Author Share Posted June 29, 2010 Sorry, if this was already posted, didn't read through the previous posts. You guys should check out ALGOHOL. There's also a demo esp here that shows what it can do. :thumbsup: Hey thanks allot. I have Algohol. Not sure what it does though. I just needed it for a mod I was using. Link to comment Share on other sites More sharing options...
ub3rman123 Posted June 29, 2010 Share Posted June 29, 2010 The reverse Tarhiel is where we can use QQuix's script to just simply launch the player straight up. We can stick that script to a spell and change some variables in there so they'll be launched towards the sky, as well as rotating them so they see down to tell that they're flying up. Pros: Can be cast anywhere, looks awesome in my imagination. Cons: Could cause collision problems if cast when the player is under collision, such as under a porch roof. Can fix that by limited casting places, such as special 'magic circles' or something dotted across Oblivion. The flying thing can be done by ticking the 'flies' box in the creature pane, but you can't do that with a boat; 'tis too ridiculously complex to achieve. We'd need new animations (it has to be a creature mount), a remodeling of the boat to get the player to sit on it correctly, and the collision might go nuts on it when activated. Plus, there'd be no control over where the player goes, so there could be other problems with getting them to the moon. Link to comment Share on other sites More sharing options...
ub3rman123 Posted June 29, 2010 Share Posted June 29, 2010 I've got a free day I can spend on this now that I'm done digging a fish pond, so I can start work on it. Masser or Secunda? Link to comment Share on other sites More sharing options...
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