Knightmare's Showcase

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knightmare
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Knightmare's Showcase

Post by knightmare »

ok so i finally decided to start working on actually modding oblivion so im going to make a showcase of my many talents.

ok so i dont have much work to show right now, but this is a sword that i started yesterday that i am making off one of Nyren's soul sword concepts
[img]http://oxihosting.com/files/10/naturesword6.JPG[/img]

and heres a sample from my quest writing for the pirates guild:
"You walk into a local tavern in a city in Hammerfall. As you step inside you see a drunkard getting into a fight of what appears to be a sailor. The sailor is disarmed by the drunkard and the sailor yells for help. You help fight of the drunkard and the sailor reveals himself to be the captain of a pirate ship named [havent thought of the ships name yet >.<]. The captain thanks you for the help fending off the drunk man and asks if you would like to join his crew, but he has a task for you before he will simply let you…."

i can also do scripts but i didnt have any ideas for anything so if you want to give me some inspiration i can write a script for you :P same thing goes for making maps, i just didnt know what to make.
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PoHa!
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Post by PoHa! »

Nice blade. Very I'm-going-to-kill-you.

As for other things (on IRC you mentioned dang near everything that a person could mod) you should post a sample of what you can do. Script well? Make interiors fit for a king? Exteriors so beautiful they'll make you cry? Textures so realistic you'd swear you could feel them if you touched your monitor?

If its something from within the CS, make a plugin. There really is no examples in place yet for the OB CS for showcase... I should probably think up some, and make a sticky soon...

so, uh... if you want to make an Exterior... make a new worldspace, choose a Region type, and make a stable or inn in it... for interiors, uhm... why not try to make an Anvil styled interior. A middle class one. Your choice of subject, I guess. Scripts? uhm... dunno... never had anyone showcase for scripts or quests, so I guess that's your choice too...

Anyways, if its something made outside of the CS (literature, texturing, models [like above], music) post it here, or upload it elsewhere and post a link to it here. As for models, posting your COMPLETED mesh in .obj format in a .rar gives other Modellers a chance to look at it, and give their say.
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knightmare
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Post by knightmare »

ok so i wrote a script today for a spell. its very simple and i was having difficulty before because i was over thinking it.

anyway the script gives you a spell that you can cast on other NPCs to make them into giants. It fortifys their strength and health as well. I could make a version that does it to yourself but i have not yet tested it so i do not know what the results would be, so heres a stable version.

you can get the spell by reading and taking a crumpled piece of paper at the foot of your bed in the buyable hous in the imperial waterfront district. if you dont own the house just go into console and unlock the door and walk in.
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Giant's Spell.esp
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knightmare
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Post by knightmare »

ok i just tested out casting it on yourself and it works, this is an updated script that simply adds another note at the foot of the bed that teaches the Spell of Self-Titanic growth. you can only see the effects of it in first person, but when you make both yourself and an enemy around 12 feet tall and kick the crap out of each other it looks reqally sweet.
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Giant's Spell.esp
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Sload
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Post by Sload »

This member writes quests and can script. He can make them too. We need such people as modders.
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Morden
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Post by Morden »

Indeed. It would be nice to have another well rounded modder on the team. I would test your scripts but I won't have oblivion until next week when I fly home... but I really think we could use your help making some custom effects for our quest line.

It also looks like you've got a handle on modelling, which is great, but its really hard to tell anything about your technique without a wireframe screenie, an uploaded .obj, or a even a textured version. ;) Do you have any texturing experience?
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PoHa!
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Post by PoHa! »

It is odd. The spell of self titanic growth did not work for me. I saw a very slight change in camera angle (a foot at the most), and the other effects worked, but not TITANIC like I was hoping for. In third person, however, the camera acted like I was that tall, as it pointed to a spot well above my head.

The Titanic Growth on touch spell worked fine though. I ran around the Imperial City Waterfront with giant guards attacking me, and giant beggars attacking the guards. Then I summoned a Dremora Lord, and had Titanicized him, allowed chaos to ensue.

Then the mythic dawn showed up, and pleaded for the Titanic Growth spell to be cast on them (they pleaded with their maces against my head, odd lot they are). So, me being the softy that I am, I gave them what they desired. So, lots of giant people attacking me and each other.

The only thing that would have made that spell more fun to play with, is if it made the giant go berserk, and start randomly attacking people... Otherwise, I had great fun with it.

One thing I did notice, is that in your script, you have it set to change the scale to 2 when the spell is cast and back to 1 when the spell wears off. While that would work for most things, there are sometimes creatures that are already bigger than 1. Thus, your spell might give them a slight bit of growth, but then, once it wears off, it would permanently shrink them. That is, however, only a very minor gripe for creatures that don't occur that often.
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knightmare
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Post by knightmare »

well i could simply make the script this:

Code: Select all

ScriptName GiantSpellNoviceScript

float StartingScale
float NewScale

Begin ScriptEffectStart
	Getscale = StartingScale
	set NewScale to StartingScale*2
	SetScale Newscale
End

Begin ScriptEffectFinish
	SetScale StartingScale
End
and that would fix the problem of creatures that dont have a scale of 1 to start. it just makes them twice as big.

and as for the model, im going to texture it once im done adding the spikes to it, however once i do that the model is going to become very sloppy because of the randomness of the spikes, but if you want a wireframe of before i started adding spikes here you go:
[img]http://oxihosting.com/files/10/naturesword4.JPG[/img]
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Macar
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Post by Macar »

That spell sounds awesome. Very creative too. I can just imagine a spell with the oposite effet :shock: .

With that stuff you could make an Alice in Wonderland mod :) Eat me / Drink me!
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Post by Eyeball88 »

I was under the impression that those weren't "spikes" but were in fact leaves; since each of the blades in that concept coincides with one of the "elements" (fire, water, etc) that the blade you chose was one of plantlife. Many planes with opacity maps along the top of the blade would keep the poly count down, while still giving the effect.
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lb003g0676
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Post by lb003g0676 »

Nice sword!!!!!!!! I was alkso under the impression it was leaves.... or moss. However, that spell sounds awesome too. But do the giants clip ceilings??? Especially in caves.
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knightmare
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Post by knightmare »

well I should have said thorns, cuz thats what they look like to me ;) anyway im almost done adding the thorns and its about 600 triangles which i dont think is bad for oblivion (arent some weapons over 1000?) and then im gonna uv unwrap it, which is gonna be a bitch :(

and about the clipping in the interiors, i think i might change the script so that if you are a giant at the time and you try to enter certain doors it says you cant. and it just wont let you cast while in an interior.
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Eyeball88
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Post by Eyeball88 »

600 triangles is roughly 1/3rd of some of Bethesda's models. They vary from 1200 to 1800 I think.
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