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Twilight Princess Swords and Shields


legend cakeboy

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The train has no skeleton , its an animated static :P

 

Hmm the thing is about the animation is that it uses the mount animation , which is really complicated in its animations.Any changes would override all animations ,would it not ?

Edited by alonsomartinez
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It all sounds pretty epic! :)

Dont suppose you got any in game pics of the swords or shields Alonso?...

 

Heres the handle of the Darknut blade I made:

 

 

http://lh3.ggpht.com/_PqUUrxZa1DQ/TSANcdvxjGI/AAAAAAAAATY/FNqlClFWU0E/DarknutSwordHandle.jpg

 

 

 

And here it is, without the guard.

 

 

http://lh3.ggpht.com/_PqUUrxZa1DQ/TSDIHPbWRGI/AAAAAAAAATw/OzyNkwXWu-k/s720/DarknutSwordNoGuard.jpg

 

 

 

I sent it to alonso to see if he could do the guard and get it textured, because I just couldn't get the guard right.

Edited by Guest
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Hmm I added the bottle meshes in game finally. I couldnt find them anywhere I also made a test chu. So far it works but the animations dont look like a true Chu. The model is rigged to the rat skeleton so thats where it gets its animations from. Making an all new skeleton and animating would take too long , but I might try it anyways.In no way is this the final chu model but here is a test. This archive also contains the bottle meshes. You can find the chu and the bottles in Aleswell inn. The bottles are statics , and are for GreatLucifer to incorporate them into his script. I made a red and blue versionHere is a screen of the bottles.There are some texture issues because oblivion doesnt like having objects inside of transparent thingsAnd sorry this is hastily thrown together , I wanted to get the bottles to Lucifer before I packed my computer :PWhen I come back I will fix the issues and redo the chu.

http://i1111.photobucket.com/albums/h465/AlonsoMartinez2/Oblivion2011-01-0417-41-42-52.jpg?t=1294193416

Edit:Please dont upload elsewhere ! Edit: Editing my post messed it all up sorry !

Edited by alonsomartinez
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Thanks man, wasn't even expecting a chu.

 

Well, the scripts are all up and running....

I suppose it's time to get to work on environment and an actual esp, I'll just use some temporary resources for now...

 

If I could make some suggestions (about the bottles), could you perhaps...;

-Shorten the cap (so it doesn't stick as far in)

-Widen the bottom a bit (so it's less pointy)

While I'm at it, I found some nice pics;

http://www.zeldadungeon.net/Zelda11/Walkthrough/03/00180.jpg

http://www.zeldadungeon.net/Zelda11/zelda11_bottle.png (a bit small, but clear)

And while this is a texture and not a mesh issue, we'll need more colours :D (milk, soup, red, blue, oil, etc...)

 

Hope I don't sound too demanding..... :blink:

 

I'll start setting it up as much possible for now....

 

 

 

Lucifer

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The mechanics? Sure :)

 

The empty bottle, lantern oil, water, and other unusable stuff is a misc item. The others are potions.

 

The misc items have a script attached, not only to (for instance) display a little menu, but also to replace it with an empty bottle (and ofcourse, call effect). This works with an OnEquip block.

 

The potions contain among their effects an extra effect, a script effect named "empty bottle". When you drink the potion, the scripteffect kicks in. That adds to a global counter, to count the amount of items to replace. The actual effect of replacing items and such are hidden in a quest script.

 

Is this what you ment...?

 

And let's talk on msn.... we could brainstorm about the general idea of the mod :)

 

 

 

Lucifer

 

EDIT; and that's ofcourse just the bottle system. The lantern system also already works buglessly, even with a little (procentual) counter :)

Edited by GreatLucifer
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The mechanics? Sure :)

 

The empty bottle, lantern oil, water, and other unusable stuff is a misc item. The others are potions.

 

The misc items have a script attached, not only to (for instance) display a little menu, but also to replace it with an empty bottle (and ofcourse, call effect). This works with an OnEquip block.

 

The potions contain among their effects an extra effect, a script effect named "empty bottle". When you drink the potion, the scripteffect kicks in. That adds to a global counter, to count the amount of items to replace. The actual effect of replacing items and such are hidden in a quest script.

 

Is this what you ment...?

 

And let's talk on msn.... we could brainstorm about the general idea of the mod :)

 

 

 

Lucifer

 

EDIT; and that's ofcourse just the bottle system. The lantern system also already works buglessly, even with a little (procentual) counter :)

 

Do I have you on MSN :P

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