Currently working on Super Llama's Skyrender
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Currently working on Super Llama's Skyrender
With Super Llama's permission, I have been using his Max 5 scene to try to get his Skyrender creature MW-ready. I have tweaked textures, added a shadow skeleton, and altered the type of animations but not the animations themselves. At this point the creature and animations look pretty good in Nifskope and SceneImmerse, though the animations look less good in the Preview window of the CS. Now I would like to see the performance in-game. Since my MW CS experience is really rusty, I have a couple of questions:
- Any recommendations for a remote external call where I can station the Skyrender in a test ESP?
- Also I was going to use the Betty Netch as a template for my test creature, since it also flies. Any thoughts?
This is undoubtedly the wrong place for this, but I know I can post a topic here. Please feel to move this post appropriately.
Thanks,
Steve
- Any recommendations for a remote external call where I can station the Skyrender in a test ESP?
- Also I was going to use the Betty Netch as a template for my test creature, since it also flies. Any thoughts?
This is undoubtedly the wrong place for this, but I know I can post a topic here. Please feel to move this post appropriately.
Thanks,
Steve
Re: Currently working on Super Llama's Skyrender
Great news!
but you don't necessarily have to pre-place one, you can just pop them up from ingame with the console.
Any should do? I like to go eg to Ghostgate for random tests, flat land may be more practical for you but slopes might also reveal collision issues if they're too severe (never entirely avoidable with MW critters)SACarrow wrote: - Any recommendations for a remote external call where I can station the Skyrender in a test ESP?
but you don't necessarily have to pre-place one, you can just pop them up from ingame with the console.
Code: Select all
PlaceAtPC "creature ID" 1 0 0
Far as I can tell the only relevant parameters for you would be having "Flying" checked, its Speed (which you can edit ingame too - click on the creature with console open, SetSpeed [XX]), possibly Wander parameters (can be edited in the CS under "AI" for the creature) and hostility, so yes a netch base should be fine?SACarrow wrote: - Also I was going to use the Betty Netch as a template for my test creature, since it also flies. Any thoughts?
Progress report - 29 April 2015
I have successfully gotten a SkyRender into the game, though it does not behave the way that I would like. I have enclosed a 7Z archive that when extracted into the parent directory of a MW install will put the meshes in Meshes\TEST, the textures under Textures, and Skyrender.esp into Data files. That ESP provides two creatures, TR_Skyrender and TR_Skyrender_tame. Some thoughts:
95% of the work was Super Llama's. What I did was to:
I put in SoundGen tags in appropriate places, but the creature currently uses scrib sounds.
When I do a PlaceAtPC TR_Skyrender_tame 1 120 0, the creature behaves oddly. I made the creature based on the betty netch, but the creature's first reaction is to flee, even when attacked.
My hope is that some people who are more experienced with the CS can review what I have done and give me their thoughts. If I need to add or change anim tags, please let me know. Of course, any other feedback is welcome. Think of this as a showcase for a handyman, as that was primarily what I used to do at Silgrad: getting other people's talents actually into the game.
Thanks,
Steve
95% of the work was Super Llama's. What I did was to:
- o Convert and add alpha to his textures, since MW does not directly support opacity maps.
o Lower the flying anims and raised the bounding box to minimize the static bounding box issue.
o Change some anim group names.
o Re-organize the scene structure so the exported NIF was recognized by MW.
o Add a really crappy Death1 anim group
I put in SoundGen tags in appropriate places, but the creature currently uses scrib sounds.
When I do a PlaceAtPC TR_Skyrender_tame 1 120 0, the creature behaves oddly. I made the creature based on the betty netch, but the creature's first reaction is to flee, even when attacked.
My hope is that some people who are more experienced with the CS can review what I have done and give me their thoughts. If I need to add or change anim tags, please let me know. Of course, any other feedback is welcome. Think of this as a showcase for a handyman, as that was primarily what I used to do at Silgrad: getting other people's talents actually into the game.
Thanks,
Steve
- Attachments
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- SkyRender.7z
- Skyrender files as of 29 April 2015
- (543.2 KiB) Downloaded 339 times
Looking really good
One thing I noticed in game was that the creature is rotated 180 degrees "backwards". When I managed to get a skyrender attack the player character it turned its back to the player. Now, I'm not quite sure if this could also explain why the skyrender seems to flee instead of running after the player in combat; but maybe that's the reason why it does so.
One thing I noticed in game was that the creature is rotated 180 degrees "backwards". When I managed to get a skyrender attack the player character it turned its back to the player. Now, I'm not quite sure if this could also explain why the skyrender seems to flee instead of running after the player in combat; but maybe that's the reason why it does so.
I've been working with the model. Based on comparisons with other models, it seems that some elements in the Root Bone hierarchy are rotated incorrectly, but trying to rotate the Thorax bone has not worked. I believe the visible orientation, which is the creature front facing the positive Y direction is correct, but it still seems to run away.
Any recommendations for an active forum or MW creature developers I can ping?
Thanks,
Steve
Any recommendations for an active forum or MW creature developers I can ping?
Thanks,
Steve
The thing with the orientation can be a big bugger. I don't know how it really works and what breaks it and what doesn't.
Nevertheless I have given this a go on my own. I rotated the creature in blender and inverted the y-translation values of the movement animations. Flying and attacking now seems to work for me, when i use my modified version together with your plugin.
I assume you will still want to work on the dying animation? Perhaps, if you don't find a way to fix the problem in 3DS-Max, you can finish the animation first and let me do the rotation again when you are otherwise done? Only a general offer. Feel free to proceed as you like.
Nevertheless I have given this a go on my own. I rotated the creature in blender and inverted the y-translation values of the movement animations. Flying and attacking now seems to work for me, when i use my modified version together with your plugin.
I assume you will still want to work on the dying animation? Perhaps, if you don't find a way to fix the problem in 3DS-Max, you can finish the animation first and let me do the rotation again when you are otherwise done? Only a general offer. Feel free to proceed as you like.
- Attachments
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- skyrender_rotated.7z
- (68.06 KiB) Downloaded 299 times
Not exactly an active developer, but I took a flyer and sent an email to the address given in the 12-year-old DarkIllusion tutorial. Lo and behold, he sent me a Max4 scene of his Ultima Black Widow, and it turns out that I had to restructure the scene to get the TES Exporter to add the exact blocks that MW needed. At some point, I'll use NifTools to do a member-by-member comparison to get a feel for the differences. That is why I'm not removing the previous 7Z file. The texture are the same, but the meshes and ESP are different.SACarrow wrote:Any recommendations for an active forum or MW creature developers I can ping?
Some random thoughts:
- Right now, this creature is mapped to scrib sounds; appropriately insectile, but maybe "buzzier" sounds would be better.
- The grounded idles and the take-off are still in the anim list for possible scripting, though a death on the ground anim would need to be included.
- The creature properties more or less match the corresponding netches, so a creature modder would need to examine the magnitudes and AI settings.
- I love the wing effects, but I'm not sure how that would impact FPS.
I think the creature is essentially playable now, but could use careful examination by a creature modder/scripter for additional features. For instance, I love Super Llama's idea of having the creature on the ground until aggro'ed, but I have no idea how to do that.
I'm also including the max5 scene if anyone wants to play, but feel free to let me know about model-based issues and I'll try to help.
A note to admins: I think this thread could be grafted onto SL's original one. I would have started there, but of course I have no status.
NOTE: I just noticed that Worsas jumped in. Cool!
NOTE 2: To Worsas: the current version has the world's crappiest death-while-hovering anim; any input will be very welcome. I'm looking at doing some work on the 3DS Max NifTools plugin to at least get it to match the behavior of the TES Exporter, and I know the Blender side is far ahead with animations.
Thanks,
Steve
- Attachments
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- skyrenderEdited5ForExportRelease.max
- Skyrender Max5 scene as of 2 May 2015
- (1.82 MiB) Downloaded 407 times
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- Skyrender.7z
- Skyrender progress as of 2 May 2015
- (542.65 KiB) Downloaded 340 times
- Super Llama
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Great job SACarrow! Glad to see my old model/texture finally getting exported correctly. I never had the time and resources to do it myself, so I'm glad to see you're willing to take up the torch. I've gotten kind of uninspired as an animator (and immensely busy irl) since I made this so I don't know if I'll ever get around to doing a death animation, but there's always a possibility. In the mean time thanks for finishing this up for me, looks great!
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- st.Veloth, The Repenting
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This. Is. Excellent. (Even the death animation isn't that bad IMO; sure, it ain't flashy but it gets the job done) Kudos to both Super Llama and Steve!
With proper sound effects and maybe some coloring variations these will be a great addition to TR's creature roster.
Here be screenies for the needing:
[img]http://i1273.photobucket.com/albums/y417/rats_tr/skyrender_zpsnqyrxry3.png[/img]
With proper sound effects and maybe some coloring variations these will be a great addition to TR's creature roster.
Here be screenies for the needing:
[img]http://i1273.photobucket.com/albums/y417/rats_tr/skyrender_zpsnqyrxry3.png[/img]
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To The Powers That Be:
To The Powers That Be:
In your collective opinion, would this qualify me as a developer in modelling? I was thinking of tackling the [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19973]Dres exteriors[/url].
Thanks,
Steve
In your collective opinion, would this qualify me as a developer in modelling? I was thinking of tackling the [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19973]Dres exteriors[/url].
Thanks,
Steve
- st.Veloth, The Repenting
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Re: To The Powers That Be:
I'd say go for it.SACarrow wrote:To The Powers That Be:
In your collective opinion, would this qualify me as a developer in modelling? I was thinking of tackling the [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19973]Dres exteriors[/url].
Thanks,
Steve
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- Dormichigan64
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- Super Llama
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Yeah, I'm sorry I've not done anything with it in so long. I've been really sick for the past 5 years (huge soft tissue infection covering my entire spinal column) and only just recovered this winter. It's been so long since I've done anything that I don't really know if my skills are up to scratch with what they once were. Hope everyone understands and I'm glad someone was able to come along and finish my unfinished business.
I'm really not much of an artist anyway-- this is probably the best art asset I've ever made and it took a LOT of time (I placed all the vertices manually, stitched them manually, UV mapped them manually, drew the texture by hand in photoshop (except for the bug wings which were transformed from a photo), and posed every keyframe manually... it was fun but these days I'm so busy with irl work I just don't have time for stuff like that anymore.
I'm really not much of an artist anyway-- this is probably the best art asset I've ever made and it took a LOT of time (I placed all the vertices manually, stitched them manually, UV mapped them manually, drew the texture by hand in photoshop (except for the bug wings which were transformed from a photo), and posed every keyframe manually... it was fun but these days I'm so busy with irl work I just don't have time for stuff like that anymore.
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Trivia: I've had the same avatar since I was 14... that's why it's stupid-looking
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- Yeti
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You have no need to apologize, Super Llama. Like I said above, you may work on whatever you want, whenever you want around here. We all have aspects of our lives that limit the amount of time and effort we can contribute to this project. I certainly hope you feel better in the future, and wish you a full recovery.
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Would it be possible for one of the admins to update the thread in the Dres claim section? I was thinking of just updating the completion percentage to 95-99%, including my package in the OP, and maybe adding a post saying that what is still needed are sounds and scripting? Or grant me "special access" and I'll do it.