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Chariot mod


cyronarxes

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Guess this is one of those things that "would be nice, but..." like horse combat,dual wield,proper climbing,ship mod, and lots and lots of other top of the list wish mods. Can be done to some degree by amateure modders, but really need a professionals to do it properly,

 

but.. never say never ;D Maybe with time. It certainly would be really good mod if/when done properly.

Sky captain is making a horse combat mod which looks vey good. You can trample, swipe, stab, and shoot your bow from ontop of a horse. See

. Also I heard that someone is making another dual wield mod. I believe that a chariot mod will be daunting but not as hard as you may think. already, as shown above, i talked about how it could work. Now, lets stop talking about how hard it will be to make and rather speak of how might it be acomplished.

 

edit : ps. That is realy good companion mod you found cyronarxes :)

What do you mean?

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I bet it would. Too bad it isn't possible (yes, even massivly distorting the processes used for horses, or creating a beast of a script that moves the player and a static along behind a horse).

Sorry for double posting but i recently found this new program. This program which allows you to create new animations for oblivion. So. Vagrant0, your belief that the massive distortion of of a chariot would not be possible for oblivion is now proven to be incorrect. So even if the chariot has to use animations not found in oblivion, you could just use the program to create new animation. This program is called Oblivion animation Templates. Now if someone would only have the time and desire to make such a mod. it is now official, A CHARIOT MOD IS POSSIBLE! :P :D :P :D :P :D :P.

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This program is called Oblivion animation Templates. Now if someone would only have the time and desire to make such a mod. it is now official, A CHARIOT MOD IS POSSIBLE! :P :D :P :D :P :D :P.

A chariot mod isn't the only thing that is now possible, Spears, Halberds, any thing is possible.

YES!!! :D

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This program is called Oblivion animation Templates. Now if someone would only have the time and desire to make such a mod. it is now official, A CHARIOT MOD IS POSSIBLE! :P :D :P :D :P :D :P.

A chariot mod isn't the only thing that is now possible, Spears, Halberds, any thing is possible.

YES!!! :D

I wouldn't go that far. While you could do more special idles, and maybe script some new animations, weapon animations are hard linked to the standard weapon types, with everything related also linked. So any spear mods would still have to overwrite the 2hand weapon attack animation.

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This program is called Oblivion animation Templates. Now if someone would only have the time and desire to make such a mod. it is now official, A CHARIOT MOD IS POSSIBLE! :P :D :P :D :P :D :P.

A chariot mod isn't the only thing that is now possible, Spears, Halberds, any thing is possible.

YES!!! :D

 

lol, i just posted something about that modders work in this thread, but with less enthusiasm (by this point it has worn off :( )

 

http://forum.gamingsource.net/index.php?ac...t=0#entry264887

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I wouldn't go that far. While you could do more special idles, and maybe script some new animations, weapon animations are hard linked to the standard weapon types, with everything related also linked. So any spear mods would still have to overwrite the 2hand weapon attack animation.

 

:P Oh Vagrant, you silly silly child. read the read me on Oblivion Animation templates. It says that that the mod changes and adds links as well as animations to the game. Basically, it alters the bethesda animations and makes the game allow new animation to be added without any issues. This was acomplised by the 3DS Max 8, The Civ 4 Exporter and the NifCmd tool. You may look in the animation tutorials on how this works. Also, Cellophane also said this about the mod

 

1) Get 3DS Max 8, The Civ 4 Exporter and NifCmd tool

2) Download my animation templates

3) Open up a copy of "Mr. Cellophane's Biped Rig.max" in 3DS Max

4) Make your animation by either:

 

Manually setting keyframes for the biped in the file (look up animation tutorials on the web for tutorials on this)

 

OR

 

Loading a motion capture file (e.g. .bip, .bvh) onto the biped. Do this by selecting the "Bip01" bone, go to the Motion tab, and click on "Load motion capture file" under the "Motion Capture" heading. If you load a motion capture file, make sure that "Restructure biped to match file" and "Set lowest starting foot height to Z = 0" are not checked. However, feel free to experiment to see what happens if you must.

 

5) Finalise or clean up your animation. I'd recommend using animation layers (do a Google search for more info about how to use them)

 

6) Save the file

7) Open a copy of "Mr. Cellophane's Animation Exporter.max". From this point on DO NOT SAVE - this file eventually gets corrupted so it's pointless

8) Go to File -> Merge Animation

10) Click "Source file" in the top left of the Merge Animation window and select the Max file that your animation is in

11) Select everything that has "Bip" at the start of its name in the "Source Nodes" column in the lower left of the Merge Animation window

12) Click the "Auto Name Mapping" button (it's 4th down in the middle and its icon has an arrow pointing to the right)

13) Uncheck the "Scale", "Modifiers", "IK" and "Custom Attributes" checkboxes under the "Main Attributes" and "More Attributes" headings in the upper right of the Merge Animation window

14) Click the "Merge Animation" button

15) Either play or scrub through your animation to refresh the scene and check that your animation looks like it should. It is possible to make changes to the animation at this stage (e.g. using layers or adding new keys etc) but remember that you CANNOT save the changes (if you save, close and try to re-open you'll find that it’s corrupt). You could try exporting the animation from the biped as a .bip file so that you can try to merge it from a fresh file later but I can't remember if this works or not.

16) Get the Civ 4 Tools toolbar active and click on the "Civ 4 Animation Manager" button (it has a picture of a guy running on it)

17) Under the "Actor" heading, click on "Add" and select the "Bip01 NonAccum" bone

18) Click the "Pick" button under "Accumulation Root" and select the "Bip01" bone

10) Enter a name for your animation in the box under "Active Sequence Name". NB: The format of this name MUST be in the format "SpecialIdle_XXX" where XXX is the name of your animation (you can use whatever name you want)

11) Check the "Loop Sequence" checkbox if you want the animation to loop and enter the start and end frames of your animation in the "Start Frame" and "End Frame" boxes.

12) Close the Animation Manager window and click the "CivilizationIV Export" button, give your file a name that doesn't have spaces in it and check that the file type will be "CivilizationIV KF File"

13) In the export options, make sure that the "Use App time" button is checked, that the "Process Script" in the upper right is set to "Default Process Script" and that "File Export Script" is set to "Single KF Export without NIF".

14) Extract the files from the "NifCmd Tools.rar" file to a directory (I'd suggest "C:\Temp")

15) Put your KF animation file into the same folder and open up a command prompt ("Run" icon in your start menu)

16) Navigate to your folder (e.g. "cd c:\temp") and when you get there, enter "UpdateKF XXX.kf" where XXX is the name of your KF animation file

17) There will now be a KF file in the folder called "XXX-out.kf"- this is your final animation file (you can rename it if you wish)

18) Put the final file into the "Oblivion\Data\Meshes\characters\_male\Idleanims" folder

19) Set the animation up in Oblivion TESCS and you're good to go (I presume that there are many tutorials for how to do this already)

 

So Vagrant0 boy, what do you say NOW! just admit it, it is possible :P . LONG LIVE THE CHARIOT MOD! :D :D :D.

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Prove it and I'll admit it. Until then I reserve my judgements.

So, you challenge me to prove what is already overwhelming FACT! little boy. Well, If what I posted above does not improve your thinking. This most definetly will. See the official forums where mister-Cellophane talked about the utility which can be found here. :ohmy: What, still don't believe me, wow, your a tough one to convince. Well then, see the ACTUAL TUTORIAL! well they're you have it child, my proof. If you need any more educating, you may ask for more proof to swallow :P. Now admit it. A CHARIOT MOD IS POSSIBLE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :P :D ;D :P :D ;D :P :D ;D

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So, you challenge me to prove what is already overwhelming FACT! little boy. Well, If what I posted above does not improve your thinking. This most definetly will. See the official forums where mister-Cellophane talked about the utility which can be found here. :ohmy: What, still don't believe me, wow, your a tough one to convince. Well then, see the ACTUAL TUTORIAL! well they're you have it child, my proof. If you need any more educating, you may ask for more proof to swallow :P. Now admit it. A CHARIOT MOD IS POSSIBLE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :P :D ;D :P :D ;D :P :D ;D

I was aware of both. And I say that there are still several considderable hurdles to cross before any statments like that can be made. Regardless, it is all moot until someone comes along who is willing to go through all that trouble to make it work. No matter what, there would likely be significant terrain clipping issues which couldn't be solved by new animations. By the by, child, you should respect the views of your elders... If I say it can't, and dispute "evidence" that suggests that it can, that is my own business. People can believe what possibilities they wish to believe. Until there is real evidence, that is all they are, possibilities. Go back to school and learn logic.

 

Besides...

There are some words of warning though- there may be issues for animations that involve large scale movement of the NPC.

 

These would be due to the root and non-accumulation root that was set up on the animation. Taking the example of the mocap one that I originally did- even though it looks as though the NPC is moving around you in circles, in reality the "core" of the NPC is standing still somewhere in the middle.

 

When the animation ends, it is possible that the NPC will suddenly blink themselves back to where they were standing before the animation started- i.e., no actual movement of the NPC took place during the animation, it just LOOKED as though they moved.

kinda ruins any custom movment animations. Additionally as a creature based chariot mod would require an animation that encompasses both the horse and the chariot, adding extra bones (for the chariot and wheels), and trying to offset the standard horse animation would likely create other problems.

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So, you challenge me to prove what is already overwhelming FACT! little boy. Well, If what I posted above does not improve your thinking. This most definetly will. See the official forums where mister-Cellophane talked about the utility which can be found here. :ohmy: What, still don't believe me, wow, your a tough one to convince. Well then, see the ACTUAL TUTORIAL! well they're you have it child, my proof. If you need any more educating, you may ask for more proof to swallow :P. Now admit it. A CHARIOT MOD IS POSSIBLE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :P :D ;D :P :D ;D :P :D ;D

By the by, child, you should respect the views of your elders... If I say it can't, and dispute "evidence" that suggests that it can, that is my own business. People can believe what possibilities they wish to believe. Until there is real evidence, that is all they are, possibilities. Go back to school and learn logic.

GEEZ! I was only Joking. Man, you really do need to learn to know when people are not being serious and yes I do respect your opinions but when you begin becoming pesimistic like you just did, I will lose respect for you as you are begining not to respect my opinion and ideas. You say it is not possible, I say it is possible. Most of the people posting here want a chariot mod not as much as me but still a lot none the less. I don't mind it when you do not believe it possible, but when you begin posting in response to me trying to tell everyone about how a such a mod can not be made, and repeatedly doing this every time I tell everyone about new ideas, you only give off more negative energy. I have every right to post my proof when you ask me too. Yet now your calling me disrespectfull. You asked me to give you proof and I did so don't get so angry. If my way of speach offended you, learn to take a joke. That is what you told me to do isn't it ;). Oh and by the way vagrant0, you say i should go back to school. Well you see I am already in school and I am on the honor roll all the time and get straight A's so I do not believe I must attain more logic

P.S.- Learn to take a joke ;)

 

Besides...

There are some words of warning though- there may be issues for animations that involve large scale movement of the NPC.

 

These would be due to the root and non-accumulation root that was set up on the animation. Taking the example of the mocap one that I originally did- even though it looks as though the NPC is moving around you in circles, in reality the "core" of the NPC is standing still somewhere in the middle.

 

When the animation ends, it is possible that the NPC will suddenly blink themselves back to where they were standing before the animation started- i.e., no actual movement of the NPC took place during the animation, it just LOOKED as though they moved.

kinda ruins any custom movment animations. Additionally as a creature based chariot mod would require an animation that encompasses both the horse and the chariot, adding extra bones (for the chariot and wheels), and trying to offset the standard horse animation would likely create other problems.

 

PLEASE! you did not take this into consideration

 

I'm sure that someone will figure this out quickly anyway and I'd say it's just a case of getting the Bip01 and Bip01 NonAccum bones understood correctly.

 

This means that the problem CAN! be solved and that two links only need to be corrected. Next time when you show your evidence, show all of it, not half of it.

 

EDIT: Merged your posts. Please edit rather than double posting needlessly.

 

- Switch

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