alonsomartinez Posted January 2, 2011 Share Posted January 2, 2011 (edited) 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 January 2, 2011 by alonsomartinez Link to comment Share on other sites More sharing options...
Deleted1848331User Posted January 2, 2011 Share Posted January 2, 2011 I never said take my word on it :P I'm fairly certain its possible to put a new mount animation for if you activate the boat then you can tell it to make the player play the animation. Such as when you turn, it rows the boat. Link to comment Share on other sites More sharing options...
legend cakeboy Posted January 2, 2011 Author Share Posted January 2, 2011 It all sounds pretty epic! :)Dont suppose you got any in game pics of the swords or shields Alonso?... Link to comment Share on other sites More sharing options...
GreatLucifer Posted January 2, 2011 Share Posted January 2, 2011 So basically, nobody is quite sure if it's possible ? Cause I'm relying on deductive theory here, I know nothing of it myself.... Animated static...? If that, and what Lord Frostcraig is saying, is true, it might just be possible.... :rolleyes: Link to comment Share on other sites More sharing options...
Deleted1848331User Posted January 2, 2011 Share Posted January 2, 2011 (edited) 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 January 2, 2011 by Guest Link to comment Share on other sites More sharing options...
alonsomartinez Posted January 5, 2011 Share Posted January 5, 2011 (edited) 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=1294193416Edit:Please dont upload elsewhere ! Edit: Editing my post messed it all up sorry ! Edited January 5, 2011 by alonsomartinez Link to comment Share on other sites More sharing options...
GreatLucifer Posted January 5, 2011 Share Posted January 5, 2011 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.jpghttp://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 Link to comment Share on other sites More sharing options...
alonsomartinez Posted January 5, 2011 Share Posted January 5, 2011 I made the blue and red ones :P Mind telling me how the bottle system works :P Link to comment Share on other sites More sharing options...
GreatLucifer Posted January 5, 2011 Share Posted January 5, 2011 (edited) 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 January 5, 2011 by GreatLucifer Link to comment Share on other sites More sharing options...
alonsomartinez Posted January 5, 2011 Share Posted January 5, 2011 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 Link to comment Share on other sites More sharing options...
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