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Chariot mod


cyronarxes

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Unfortunately, I have no knowledge of oblivion scripting, modding, or texturing. My expertise is very limited, only to modeling, but I can take that aspect on without much trouble.

 

Ok, we all know how to build a chariot mod but who will do it. All who favor machinesinmotion to make such a mod say i. I for one say he is on my top list to make such a mod.

 

 

Edit: Here's a new version of the chariot: http://img179.imageshack.us/img179/8311/chariotrl2.th.png

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Unfortunately, I have no knowledge of oblivion scripting, modding, or texturing. My expertise is very limited, only to modeling, but I can take that aspect on without much trouble.

 

Edit: Here's a new version of the chariot: http://img179.imageshack.us/img179/8311/chariotrl2.th.png

You may want to try sticking to a less complicated design since this thing would need to be weighted to its own unique bone structure, then given its own set of animations from scratch. The fewer doodads you have to weight, the easier things will be. It'll also help improve performance since that looks to be several thousand polygons... There is also the matter of setting up the idle animations.

 

 

Ok, we all know how to build a chariot mod but who will do it. All who favor machinesinmotion to make such a mod say i. I for one say he is on my top list to make such a mod.

 

The best bet would be making both parts a single creature setup as a something you can mount. Trying to make one thing follow another just doesn't work too well. This however means creating all new animations for everything, and figuring out how to set it all up. Even after you have the animations worked out with the proper timings, you'll still have to figure out how to make it all work. This is one of the reasons why I still don't think a mod like this is possible, you can't actually see how any part of it works until all the work is finished. This means having to go back and change stuff a few times, or even finding out that the game just doesn't allow for anything like this to work very well (as with steep slopes, the creature's angle remains at 0 degrees, and doesn't adjust parallel or anywhere near parallel to the slope.).

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Does Oblivion support the props for 3ds max's biped or parenting things directly to a bone? When I animate inoorganic machines (mechs, robots), instead of using physique to create the point weights, I parent the object directly to the bone, eliminating all need for such tiny adjustments. If that works, it would be a trivial matter to import the existing animation for the horse, and parent the chariot to a prop that follows behind.

Edit: 2 props, one for the wheels and one for the chariot itself.

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Does Oblivion support the props for 3ds max's biped or parenting things directly to a bone? When I animate inoorganic machines (mechs, robots), instead of using physique to create the point weights, I parent the object directly to the bone, eliminating all need for such tiny adjustments. If that works, it would be a trivial matter to import the existing animation for the horse, and parent the chariot to a prop that follows behind.

Edit: 2 props, one for the wheels and one for the chariot itself.

I don't think so, not for creature meshes atleast. Honestly havn't done much digging with animations, however since all the creature movements use vertex weighting to the skeleton using a skin modifier, with all the animation done as a seperate keyfile which is then applied to the bones when it is called, I would assume that this is the only way to make it work. You might have to just try doing something very simple to see if it works with parenting or not. Also, attempting to do that may also interfere with normal animating.

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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...

 

Its strange how close pesimism comes to realism. Vagrant isn't beeing a pesimist, hes thinking logically and looking at the bigger picture. As possible as this mod may be, its not going to happen soon.

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