Killer Plant

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vorrheis
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Killer Plant

Post by vorrheis »

Here is a screen of the killer plant. Majra brainstormed this baby, and we both did the modelling. This is the beta-skin, but the animations are done. I just need a script to deal with the problems inherint with stationary monsters.
There are going to be non-animated mimics (for all of you marksmen to waste arrows on). Majra has something really special planned for the ingredient, I'll let him divulge that information when he sees fit.
Hopefully, this thing will be ready to bite your faces off within a week.

[url]http://www.cuneo.us/tesmw/images/Vorrheis/killer_plant.jpg[/url]

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Post by Majra »

sweet, looks like it needs more foliage from the screenshot, are they spread out too much now? I'll look into that when adding the textures, as far as the ingredient

The ingredient will be (name) venom, it will be attached to the tooth, and if you try to place the fresh venom in your inventory without bottling it, it will start taking off damage per second

Bottling it is harder than it sounds though, evident in my book that I posted for BoT
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
Anonymous

Post by Anonymous »

That was his secret projects? :) Hehe.. Nice work, it looks good. Isnt it argon jungle specific?

Perhaps you need to add a "name venom" In case we'll have more :)
Last edited by Anonymous on Sun Mar 14, 2004 5:10 am, edited 1 time in total.
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Post by Majra »

well argon jungle, and prolly argonia, atleast near argon jungle

whadya mean about name venom

we havent come up with a name for the plant yet
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
Anonymous

Post by Anonymous »

I'm sleepy today, dont mind me :oops:
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Post by vorrheis »

I was hoping someone could give it a latin name (Prom) like all of the other plant life in the game.
I could easily add more foilage, just let me know.

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Post by Majra »

nope nope, I found the problem, the foliage is fine, its cause you didnt do force 1 bit alpha map... and that caused the issues with the transparencies being like they were when I first started makin the jungle trees

when you force alpha map, it looks like this
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
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Post by Majra »

in the future, just remember to press force 1 bit alpha in the export process :)
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
Anonymous

Post by Anonymous »

You mean hardcore latin like timsy-come-by flowers or did you rather have your mind set corkbulb?
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Post by Majra »

naw but like luminous yada yada

Also, vorrheis, a few extra leaves would make it a bit more concealed I think

However, I think it should be called somethin more tribal, cause its basically unknown to most people outside of shipal shin region
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
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Post by vorrheis »

The argonians would call it eats-your-face-off or something like that, cause their stupid (that was mean, I didn't mean it).
I'm not really picky about the name. It's just that when I finish up the animations for a monster, I'm usually too tired to name it. You could say, it's not one of my strengths.
When I get those textures, I'll add some more leaves and then force 1 alpha thing when I export it.
I asked Mad God about the script, but I haven't heard back as yet.

V
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Post by Majra »

alright, I could come up with my some name ideas on my 4 hour road trip tomorrow
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
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Post by Ethereal »

Majra, that is a wonderful plant! :D
I really like how it folds up to conceal its danger until it is ready to strike.

I am wondering if another dangerous plant might be similar to a Pitcher Plant. The victim falls into it, a big leaf then covers the opening and digestive juices start to flow.

The plant could grow into the ground so it was similar to a pit trap. The walls would be so steep, the leaf covering so leathery and resilient that the only way out would be to kill the plant from the inside.
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Post by Gimli the dwarf »

Sweet, this baby is definately going to be eating some faces off after I get my grubby lil hands on it :D

Great work guys. Lol I like Vorrheis name for it... very Argonian :roll:
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Post by Majra »

thanks for the compliments, but the credit really should go to vorrheis, all I did is add the foliage and mention the idea to him

Vorrheis, any progress on the script from madgod?
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
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Post by vorrheis »

Still haven't heard from him. But, it has only been about 12 hours.
You shouldn't downplay your role in this monster. You're doing the textures as well, and the whole thing was your idea.
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Post by The Mad God »

Okay, I just logged on a few minutes ago.

I thought this plant was supposed to take a couple of weeks. I'm not complaining or anything, it's just that I wasn't expecting it this quickly. I'm impressed.

I'd love to work on the script for the plant, and told vorrheis as much. All I need is the animation files as usual and I'll get to work as soon as I can download them.
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Post by Nairb »

who says you need a complicated script? all you have to do is make an iteam in the plants inventory that wieghs a lot, overencumbering it. when the player activates the dead body, the iteam dissappears.
Hold on sec, my keyboard is sliding off the desk, i gotta catch it b4 it jnkgdnldnl
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Post by Majra »

hmmm.... you know what.... that would work

TMG you concur?
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
Anonymous

Post by Anonymous »

Just go into the AI and delete the wander pack
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Post by Majra »

no, that only keeps it in place until you attack it
then it follows you, which we dont want

great idea about the adding an item though Nairb I really think it will work
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
Anonymous

Post by Anonymous »

set their encumbrance to 0?
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Post by Majra »

hmmm same difference to me, as long as it keeps the plant still
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
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Post by The Mad God »

Majra wrote:TMG you concur?
I do.

In fact that was one of the things I was considering to keep it in place.

We still need a script to keep the thing nonhostile while the player is out of reach (since that would be how it lures the player in), but over encumbering the plant would work fine to keep it still.

Once I have the animation and texture files, I'll be able to tell more about the specifics of implementing it.
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Post by Majra »

alright cool, I'll try to finish up these textures and send em back to vorrheis for application
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
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Post by Gimli the dwarf »

Can't you just set their speed to 0 and they'll be incapable of moving... but then their attack animations would be extremely slow if it even cycles at all... I guess I answered myself :roll:
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Post by Earl »

vorrheis wrote:The argonians would call it eats-your-face-off or something like that, cause their stupid (that was mean, I didn't mean it).
Esurio viridis?
Hungry green. Undoubtedly a crappy translation.


And can't you set movement to None, like the Heart? Or does that prevent attacking?
I have kleptomania, but when it gets really bad, I take something for it.
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Post by vorrheis »

Esurio Viridis? I like that. It's up to Majra, but I think it sounds cool.
The encumbrance trick works like a charm. I've recieved the final textures (thank you Majra), and am fine tuning some animations. I also added some more leaves. The alpha 1 thing works fine in the exporting. This creature is just about complete. To change emcumbrance, you have to change strength, but for monsters, strengh only affects encumbrance. Attack damage is handled on it's own.
We can set the strength to one, and Majra's ingredient will weigh it down.

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Post by The Mad God »

I finished the script and sent it to vorrheis.

It turns out the Burdon trick didn't work quite as well as we had hoped.

I ended up just toying with the plant's agression (it's only agressive when the player is in atack range).
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Post by The Mad God »

vorrheis pointed out a major problem with the old script. It took me a week to sort it out, but now the creature behaves flawlessly.

Once vorrheis and Majra finish texturing it, I'm sure we'll all be seeing in on the Island of Dr. Mureu (I know I can't spell).
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Post by vorrheis »

Here is the plant, with an esp that contains Mad God's badass script.
@Majra- Once you add the ingredient to the esp, you should re-post it here and then we'll tell Greybeard that he can get it to add to CoT.
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Post by Gimli the dwarf »

Suh-weet, can't wait to place some of these around my claim once I come back from my self-made break :wink:
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Post by vorrheis »

Okay, we've got the plant, the script, the ingredient, and the ingredient icons. Once Greybeard adds leaf rustling sounds to the 'left' soundgen note, this thing will be one completed botanical terror. Big cheers to Majra, Mad God, Greybeard, and myself. That was one extensive collaboration.
One thing to note is that this creature cannot be added to levelled lists. Due to the script and a surprise root attack, it has to be hand placed or it will appear several feet off the ground. That won't be done for a while, but I just wanted to let all of the playtesters in on that.

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Post by Majra »

oh sweet, yea you must have forgotten to press it last time, cause this time its perfect, (alpha mapping)

Its looking fantastic, thanks to everyone who worked and will be working on this. I cant wait to fight this thing :D
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
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Post by Majra »

the name will be what earl suggested for the imperial naming, locals will call it somethin else

Esurio Viridis
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
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Post by The Mad God »

I have never been prouder to be a part of this project.

It sends a thrill through me every time I think about players being suddenly attacked by something they thought was a static.

I eagerly look forward to future colaborations.
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Post by Greybeard »

I'll kick the kids off the computer for a couple of hours this evening and add it to CoT. Hmmm - how about a potted version for an interesting "watch plant"? :D

btw, does this thing have/need sound. I have no idea what kind of attack or death sound a plant would have. :wink:
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Post by Anonymous »

an leaf whisle sound and perhaps a sound of two leafs clashes together with a loud -ck at the end
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Post by vorrheis »

Greybeard,

Sorry, guess I missed a texture.
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Post by Greybeard »

Vorrheis, the format of this texture name indicates that it is one of at least 10 of Bethesda's Bitter Coast originals:

Tx_BC_leaf_jungle10.tga

Should this be renamed as a TR texture? If so, who's initials should I use in the name? (Gotta keep everything organized. :wink: )
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