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HAVOK Physics on weapon parts.


born2bkilled

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ive been watching the whole topic with hologram and fore quite intentively, and it does look promising what they have accomplished.

 

my initial idea was to make it a weapon with a unique attack animation which acts like a casting loop, holding the compass out level in front of the player in the bottom right hand area of the screen. think how you would look at a compass in your right hand, youll get what i mean.

 

anyway i droppped this idea before i saw what was happening with the new idle animations, so ill probably be looking into that again very soon.

 

from what i understand it is now possible to call on non replacing animation files in the game?

 

this havok problem has taken the wind out of my sails a bit though. its just one thing after another modding these gamebryo (creation lie engine) games...

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  • 2 weeks later...

ok so how about this.

 

equip the compass, the compass is closed. it does nothing.

 

attack with the compass and it goes into a loop. the camera goes third person positioned on the eyebone (like the real 1st person mod being made.) allowing for havok and all other nice things. an animation plays of the player opening the compass (at this point swapping to a second model of with the compass lid open and the havok stone in place, while hidden by the players other hand) to reveal the stone and the compass face held out level. the attack animation the continues looping as you hold it out and walk around a bit, then let the stone settle on a north heading. once satisfied you let go of the attack button, where another animation plays of the player closing the compass, switching back to the closed model of the compass to be held in your hand. at the same time the camera changes back to 1st person and everything is back to square one...... the open and close animations and everything else going on behind the scenes would have to happen in a 1 second window to make it useable, incase you get ambushed while using it and have to fight.

 

what do people think?

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  • 3 weeks later...

Very interested in having this; hope you're still working on it.

 

I like that idea, and hiding the swap behind the second hand is a good misdirection (I can't think of a better word atm), but would that not have some issues with say, dual-wielding? And for maps as well, considering the equip-able map (at least, the one I've got) is simply a shield relocated to a better position. Seems like you'd end up dropping the map in reality. A flick-open animation would probably be better, ran when the compass is "unsheathed". There's a mod that does this well. As for the ball movement, I've got nothing, but maybe a custom enchantment? As far as I know (which is little), the enchantments have their own mesh, which might be able to have some physics. But again, I don't know what I'm talking about. I'm just offering ideas, most of which I'm sure you've thought about already.

 

I had the same idea before I found yours, and have since abandoned mine, as I know NOTHING of what I would need. My idea was a wet-compass. A metal or wood half-cup and smaller inverted glass half-cup inside. Filled with alcohol, and a leather strip around the base inside, to keep it in. A small wooden needle with a metal cap on one end floating inside, held in place by a small iron rod. The glass section would be held in place by some decorative metal work. I actually spent a day researching some compasses of early Europeans, and decided a wet compass would fit a little better than the traditional ones. I've made a general idea of the mesh already too.

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If I were you, I'd look into the code behind the bar compass and the code behind clairvoyance. From there you could remove the havok stone from the compass and replace it with a needle or something that is animated out with the gamebryo engine. From there you can use the directional code bits from the bar compass and the real-time directional code bits from clairvoyance and voila - you have your spinning compass that stops and points north.

 

OR if you wanted to go more hardcore, you could simply script a behavior for that stone of yours to attract towards the player's north (located in the bar compass code).

Edited by Budz42
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@Budz42

 

this mod has been opn the back burner for a while due to other projects, mainly because i hit a brick wall with animations, behavious sets and havok physics in first person.

 

ive been swimming out of my depth with this project for a while and its great to have someone point me in a good direction with where to go!

 

i really wanted it to work how you describe in the "hardcore" version but i had no clue where to start looking for scripting clues. to be honest i never got that far because i got bogged down with trying to understand how havok works, and trying to get my head around animation.

 

im almost done with another smaller project so ill be coming back to this in the next few days, so thanks for the invaluable advice on where to go from here!

 

have you been working with the compass and clairvoyance scripts? if you think you might have any other info i could use please dont hesitate to message me. i really need help on this one!

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@Shockdrop

 

 

You are completely right about dual weilding, that idea was rejected pretty quickly after discussing it with a fellow modder.

 

your idea for a wet compass sounds great, and dont let my project stop you from working on your own! If my ideas dont work out i might end up using your compass mod!!

 

 

regarding havok physics, aparrently people have tried before in oblivion to implement havok on a first person skeleton and never succeeded. the only thing close was a mod that had animated flail weapons that mimicked havok physics by using crude animations.

 

basically without some pretty genius work rewriting the game engine or unless someone strikes it lucky i dont think havok physics will ever be possible in first person.

 

this sucks because i have another mod that needed havok in first person too! (oil burning lantern, will be released in a few days)

 

you should definately keep going with your mod though...........even if its just to teach yourself something new.

 

 

 

i had never used 3dsmax until i installed skyrim, now im making new models for fun!

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