jaysus Posted July 11, 2008 Share Posted July 11, 2008 may i give my wise advise? ;Pif you dont use clouds/fog as a levitation device youd need to remove the pillars from the bridge... theyre kinda useless if they dont stand on the ground... just my 0 cent Link to comment Share on other sites More sharing options...
Triforce1 Posted July 11, 2008 Author Share Posted July 11, 2008 What's no fun? Sometimes, I have to wonder... Okay, back on track. I just finished adding/combining/(whatever you want to call it) the interiors for the Living Area. That means all that is left on that front is: Dragon Master's ChambersGuards Quarters and JailBoth GuildsHatchery In the grand scheme of things, that isn't so bad. Hey Naminea, have you decided whether you are interested? If you aren't, that's cool, but I'd like to know soon... EDIT@jaysus: I'd like to, but that would mean I would have to mess with the textures. I can retexture to an extent, but I can't edit them that much. Link to comment Share on other sites More sharing options...
jaysus Posted July 11, 2008 Share Posted July 11, 2008 btw tri if i dont get to make your sword you can of course use my others... all of em... the capes too lol... thats why its marked modders ressource ;)regarding the bridge... why retexture? just cut off those pointless legs :) Link to comment Share on other sites More sharing options...
QQuix Posted July 11, 2008 Share Posted July 11, 2008 QQuix, what if you made another floating creature, gave it the highest possible speed in oblivion and set its AI to always walk under the airship, while trying to fly down, but fly up if going forward's not possible - until it's possible? Grabbing this "creature"'s coordinates should be good enough for detecting obstacles, no?Nice try, but I am afraid it wont work:It would detect obstacles at ground level, which may not be the same at ship height: (1) The ship would fly thru Dragon City as the creature below would not find any obstacles at ground level (2) The ship would ‘vacilate’ in mid air while the creature below tries to find a way around some ground obstacle. But the main reason is something I found when trying to make an NPC fly his dragons by himself using AI: as soon the NPC/creature rises a few feet above ground, the AI goes crazy. My guess is that the AI detects that there is no solid ground ahead and assumes the NPC is at the edge of a cliff or something like that. So the NPC stops and turns around, trying to find a new path to get to the target. But every direction he turns, he finds the same scenario, so he just keep spinning in mid air, going nowhere. Very funny!I tried changing the AI packages, checked ‘Allow falls’ and some other things with no better results. At the time it looked like a dead end, so I dropped the idea for a while. I intend to go back and try again with a fresh mind. So far, I think a creature with a large, ship-size collision block is our best bet. Another approach:Make two almost identical objects (1) The original ship as static with the wheel as an activator(2) An identical ship as a ridable creatureWhen not moving, we use the ship-static object. Everything on deck works normally: doors, barrels, whatever…When the player activates the wheel, the script replaces the objects: out with the ship-static, in with the ship-creature.The script makes the player mount and off he goes sustained by an invisible, flat virtual road.Objects on deck would have to be ‘blended’ into the ship-creature (must be a single object)And no horseshoe mouse icon Theoretically feasible. In practice . . . who knows? Link to comment Share on other sites More sharing options...
Naminea Posted July 11, 2008 Share Posted July 11, 2008 What's no fun? Sometimes, I have to wonder... Okay, back on track. I just finished adding/combining/(whatever you want to call it) the interiors for the Living Area. That means all that is left on that front is: Dragon Master's ChambersGuards Quarters and JailBoth GuildsHatchery In the grand scheme of things, that isn't so bad. Hey Naminea, have you decided whether you are interested? If you aren't, that's cool, but I'd like to know soon... EDIT@jaysus: I'd like to, but that would mean I would have to mess with the textures. I can retexture to an extent, but I can't edit them that much. I can do something small, like the DM chambers or the Hatchery, if i finish one i will see if ia have time for the others... more of a work as you go kinda think, either way, ill have time to do things one at a time. as long as its a small thing. Link to comment Share on other sites More sharing options...
Triforce1 Posted July 11, 2008 Author Share Posted July 11, 2008 Okay. You have a copy of the city. If you could, try to make the Hatchery. Remember, mod it like I said, or there may be some problems when I try to combine it. Link to comment Share on other sites More sharing options...
tyreil829 Posted July 11, 2008 Share Posted July 11, 2008 whats the hatchery for mate? Jack Sparrow Link to comment Share on other sites More sharing options...
Triforce1 Posted July 11, 2008 Author Share Posted July 11, 2008 Let's think about this for a minute, shall we? Dragons are reptiles. Reptiles lay eggs. By definition, a hatchery is "A facility where eggs are hatched under artificial conditions". Now, in a city that has its roots in dedication to bringing back a nearly extinct species of reptile, what do you think it is for? Link to comment Share on other sites More sharing options...
tyreil829 Posted July 11, 2008 Share Posted July 11, 2008 food? Jack Sparrow Link to comment Share on other sites More sharing options...
Triforce1 Posted July 11, 2008 Author Share Posted July 11, 2008 I think you are being difficult on purpose. Try again. I'll give you a hint. It isn't for food. Link to comment Share on other sites More sharing options...
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