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"Reloadable" rebreather


Andyno

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What problems are you running into with that? I copied the script and plopped one in Novac and it worked really well other than just my guy's knees twitching a little from the fall on the trip down, but that's pretty much expected.

 

 

Say what ? There is a script with the model ?

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pixelhate:

Welcome! :smile:

 

uhmattbravo:

Novac, you said? But that file is for Fallout 3, not New Vegas... o_O Anyway, one of the problems was exactly as you said - some kind of Parkinson :laugh: on the way down. But that's not what I meant. More problems are these:

1. the button is moving with elevator, but this can be tweaked, I suppose...

2. when you try to walk over through that button (to the other side of the elevator), you'll be teleported back to COC marker. Pretty weird, and probably caused by game engine. The only solution is to freeze player during a trip.

 

Anyway, if someone can solve these problems, I'll still need a specific lift for specific situation (I'm talking about a trip distance), and I think the only one who can make it is pixelhate, and of course, he'll probably need to download my whole mod...

 

Mktavish:

You can't see that in Half-Life video, because the player is not using elevator again. But it's possible to return down (as it is with all elevators in the game, as far as I remember).

Edited by Andyno
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MkT: the file had an esp with a simple script in it.

 

Andy: the visual part of the model itself is kind of irrelevant, if I had a mesh of a kitten, I could flatten it's back out and make an elevator out of it in about an hour or so, tops. I'm assuming it'd need to be remade anyway with whatever model you'd be using in the mod. (Assuming that the mod is for FNV, you can't use pix's mesh anyway if you intend to upload it anywhere because the floor mesh and texture are exclusive to FO3.)

 

It does, however prove that the collision can work how we want it to without crapping out and getting the player stuck. That means that an anim static will work for your pistons. You'll still have the knee twitching, but I don't think you're going to get them to work any better than that. The elevator could still be scripted to move, but the only viable one I've seen is in Ermeso's XRE vertibird mod, and it is very complicated and you can't copy it without direct permission from Ermeso.

 

Now, for # 1, if you name the lift's ref, and have the script point to that ref when cueing the animations, the button doesn't have to be attached to the lift at all.

 

#2 has nothing to do with the mesh, or more importantly, the method it uses to move. I didn't actually use the .esp outside of copying the script with xedit because FO3 doesn't run as well as FNV for me (weird, right?), so I can only assume that the issue was with the layout of the testing cell, because I walked on and off it, with it up, down, and moving, and even lifted my (Xre) car with it, just for kicks, without any issue like that when I had it placed in Novac.

 

The distance is a lot easier to get right than you think. To fit a takeoff and landing animation to a plane I was working on to McCarran's insanely tiny runway (would you believe that the usable part of Rivet City's runway is actually longer than McCarran International Airport's in Fallout land?), I counted how many runway tiles it covered, made a mockup with the same amount of tiles in nifskope, imported it over my plane's mesh in blender and just deleted the tiles after animating it.

 

The elevator can be done even easier by making a SCOL of the top and bottom room pieces it needs to travel between, cutting out the collision in nifskope, importing it into the elevator's mesh in blender and animating it to the distance of the two pieces.

Edited by uhmattbravo
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To Mtkavish

Thank you for the complete script. :smile:

"What do you mean by engine limitations with your model animation ?"
These are merely assumptions from me based on:
- No real lift are available in Vanilla game.
- Some meshes seemed to have be designed to work as a lift first, but have their animations nullified and replaced with a teleportation door system (lift in Rotunda)
- Using a real lift on the player makes the game stutter on going up and knee twitching on going down (or is it the other way around, I don't remember). If the lift moves too fast, player goes through collision.

To Andyno

1. The button moves with the platform, because when I build it, it seemed logical to have it there. It won't be a problem to have one (or two) activator, fixed, commanding the platform.
2. At present, the platform only has a floor collision. To prevent the player to fall and go back to COC, it needs wall collision.
I believe I told you I'll do a clean version for you once you are done with that level. This is still true. I will simply need a SCOL with the upper and lower floor, and a mesh for the elevator itself.

To uhmattbravo

"It does, however prove that the collision can work how we want it to without crapping out and getting the player stuck."

Yes, to a certain point. It's like with the door collisions.

"That means that an anim static will work for your pistons. You'll still have the knee twitching, but I don't think you're going to get them to work any better than that."

You are most probably right.

"The elevator can be done even easier by making a SCOL of the top and bottom room pieces it needs to travel between, cutting out the collision in nifskope, importing it into the elevator's mesh in blender and animating it to the distance of the two pieces."

Pretty much the method I've used.
Method used:
I suspected the original platform to be ready, collision and all, just a matter of changing a few values and adjusting the keys for the translation animation. I was right.
In Nifskope:
Took a hall piece, placed it on the lowest platform position, duplicated it, moved it up.
Adjusted the animation key values to have the higher position fitting.

(At this stage if saved, the whole thing can be an activator but it could be strange to activate the lift by pointing the hall wall.)
Added the Button and a collision for it, so the player is attracted to it to activate (the floor is also activable)
In Geck:
Build two corridors aligned with the nif. Write the little script.
Back in Nifskope:
Deleted the two hall pieces in nif.

You do object animation in Blender? (other than .kf files)

(On a side note, I find your work pretty amazing!)

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"You do object animation in Blender? (other than .kf files)"

 

Yeah. Basically, I take a static, attach whatever empties I need for the movement, export the geometry as a base, move it around and keyframe it, then export just the animation, open the base in nifskope, attach the .kfs, and save it under a new name as the 'finished' product.

 

When I'd asked you about vertibird flight paths a while back, I was actually asking about airplanes and flying saucers that, at the time, were pasted over vanilla vertibird anim statics. These days, it's all from static statics, and I add the anim, myself.

 

 

"(On a side note, I find your work pretty amazing!)"

 

I should be saying that to you. It'd make more sense that way. On one hand, most of my really cool stuff hasn't been uploaded yet. And on the other hand, once I manage to wrap my head around your texture animation tutorial, I'll have you to thank for getting my creature version of this:

 

http://www.nexusmods.com/newvegas/mods/57955/?

 

Tank's treads moving. (That, making a new plugin, and some more diverse textures and it'll be ready for upload.)

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uhmattbravo:

It looks like you got some knowledge, and also pixelhate is amazed by your work, although I tried to find some content from you on Fallout 3 and New Vegas Nexus, I didn't find anything... so can you please somehow introduce yourself or tell me what's your specialty in modding...?

 

pixelhate:

1. Yes, I realize that from the beginning - I just mentioned that for some kind of recapitulation.

2. If the lift will have a wall collision, the player can't enter and leave the lift. Or is there something I'm missing again? I've made a video of your elevator test that shows (hopefully) exactly what I was trying to say:

https://www.mediafire.com/?8wtdw9a3g7eq440

Anyway, here's the SCOL:

https://www.mediafire.com/?cq9gkas1wm74cu9

I usually don't use static collections in my mods, so if it's not how it should be, I'll make another one. Just say it...

Here's also a GECK screenshot of the shaft, so you can make a better picture of the scene:

 

snap0067.jpg

 

On the picture you can see a switch located at the bottom, and also another switch located at the top (I know, switches are barely visible, but they are here :yes: ). You can also see one platform located at the bottom position, and one platform at the top position. Of course, there'll be only one platform in the mod (the 2nd one is only for better understanding the whole situation). Now regarding that platform there are another additional 2 problems:

1. it would be more realistic that those 4 gears should rotate during the trip. I'm not sure if you're capable of such things, but my knowledge about animating is very minimal. But I can (at least) separate those gears from the mesh if it'll be any helpful...

2. also those gears should have some sound, and of course I don't have an idea what sounds that should be...

Edited by Andyno
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I wonder if the search by author function isn't working correctly. I don't usually have any luck with it either.

 

My specialty is basically just making stuff I think would be fun to play with.

 

Anyway this one uses the exact type of animation I've been talking about, just with more complex movements and less empties. The video is of version 1. The guy linked it the same day I uploaded v2 with my custom animations so it shows it using vanilla vertibird animations that I stopped including alternate versions with last update. Al Chestbreach's review was also of v1 if you stumble across that too.

 

http://www.nexusmods.com/newvegas/mods/61947/?

 

 

This is the rest of my files, (there's some FO3 stuff there too) but don't count The Wasteland Baby Project as mine, I just ported it, Abaddon did like at least 99.9999% of the work on it, i only have 1 or 2 small changes from his FO3 version, most of which was just implementing the flag quilts Lee5lee made specifically for it. Also, as I said before, most of my cooler stuff is still WIP and unreleased:

 

http://www.nexusmods.com/newvegas/users/6859826/?tb=mods&pUp=1

Edited by uhmattbravo
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I did a test with pixlehates lift also ... just dropped it in at springvale next to the gas station roof thingy. And I think it works great. :thumbsup:

 

@ umattbravo : OIC You just meant there was an Object script attached to the activator which tells it to "PlayGroup Forward/Backward" Although looks to be something script like embeded within the model ... since I wasn't able to just swap the model to the industrial platform that Andy is showing in his pic. Plus there is a machine hum noise playing while the lift is in motion , which I see no script command telling it to play , nor a looping sound selected on the activator.

 

Ya that solution is a heck of alot easier than moving things with a script ... But then of course I really don't have a clue what it took to make the model.

 

I think the gittery legs are always going to happen unless the player movement is disabled. Of which there is a knee jerk reaction on that guys scripted lift , when the lift starts/stops.

 

But with pixlehates animated model lift. The player has free movement , plus an npc can ride on it .

@pixlehate : does it have an embeded navmesh that travels with it ? Was able to start a fight with npc and they stayed on it .

 

The only down side I see with the animated model , is its lift height has to be adjusted in the model program. Except for scaleing the reference in the geck. Which I put it to 1.5 .... moved a litter faster too ... but still had no problems falling through the collision , with player nor npc.

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Although looks to be something script like embeded within the model ... since I wasn't able to just swap the model to the industrial platform that Andy is showing in his pic. ÃÂ Plus there is a machine hum noise playing while the lift is in motion , which I see no script command telling it to play , nor a looping sound selected on the activator

yes the cue for the sound is embedded in the mesh (but not the sound itself, that has to be added in the geck). If you open the model in nifskope, you can see (and presumably modify) when it calls for a sound under NiControllerManager -> NiControllerSequence (forward (or backward)) -> NiTextKeyExtraData -> text keys.

 

In Blender, it's saved as a text file named anim and goes by frame numbers as opposed to time as displayed in Nifskope. And also tells when the animation starts and ends, and does a few other things that don't apply to this situation as well, like pointing out where in an attack animation the actor makes contact with a melee attack of fires for a ranged attack, for example.

 

 

Also, you should be able to swap out the model if the new mesh is pasted into the correct node. Again, my UFO used to fly using a vertibird animation made using that same method before I learned how to make my own animations for it.

 

You'll very likely need to generate new collision for it though. You can still copy over the collision from the new platform as well, but it's more complicated, and I'll only take the time to explain the process if you really want to know.

Edited by uhmattbravo
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Although looks to be something script like embeded within the model ... since I wasn't able to just swap the model to the industrial platform that Andy is showing in his pic. ÃÂ Plus there is a machine hum noise playing while the lift is in motion , which I see no script command telling it to play , nor a looping sound selected on the activator

yes the cue for the sound is embedded in the mesh (but not the sound itself, that has to be added in the geck). If you open the model in nifskope, you can see (and presumably modify) when it calls for a sound under NiControllerManager -> NiControllerSequence (forward (or backward)) -> NiTextKeyExtraData -> text keys.

 

 

You'll very likely need to generate new collision for it though. You can still copy over the collision from the new platform as well, but it's more complicated, and I'll only take the time to explain the process if you really want to know.

 

 

So when you plopped it down for NV ... there was no sound playing ? I guess because he made that file for Fo3 ?

Which it then did play a sound for me in an Fo3 test. Because the archives are different ???

 

But anyways no I don't need it explained , cuz I doubt I'll be anywhere near understanding it this year and the next at least.

 

By the way you mentioned to Andy about not using Fo3 meshes for NV mods (copywrite issues)

Which this mod he is working on is for Fo3 not NV ... He just started this thread here because Fo3 doesn't have a Rebreather. Which he mentions near the top of the thread.

 

LOL its funny how its warped into a totally new subject.

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