MageHalls
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11-23-2009, 09:22 PM,
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*scowls, then franticly searches for diseaszes that sound like IG, or JK*
EDIT:if you were from anywhere other than Yorkshire, I would be COMPLETELY blanking you. It must be Yorkshire spirit :bananarock: EDIT MK2: I've found something that might go well with these mage halls - Here - I was just thinking that maybe the portal to the hist dimension could be contained within a room hidden by a bookshelf. It would certainly add some....uniqueness, at least.
OMGWTFBBQ!....
... ... ... ...Yeah well, shut up |
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11-24-2009, 02:20 AM,
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Quote:Originally posted by Ibsen's Ghost Actually, I think it may be possible to make a rotating room, and have the doors and where they link to follow the rotation, without having to set up multiple versions of the same room in different rotation states. Ok, a little technical jargon ensues: Rotating Room Idea #1: The whole staircase room and all its furniture, staircases, and whatnot - EXCEPT for the doors - would need to be within the same nif. You'd have to lay out the staircase setup beforehand, then plan how the series of rotations is going to be in order. Each door will be a separate nif, and will initially be placed in proper positions then rotated along with the room in a modeling/animating application. The room and each door will then be exported individually, tweaked in Nifskope, then setup in the CS. One can put little modeled & numbered markers on the walls to show where each door should go, so the correct door is put on the correct wallpart. Now, the door's collision is what is "activated" in order to travel, and since collision can also be animated to move with a mesh when certain settings are used, the doors can rotate, and still keep the links as to where they take the player. Script-wise, you'd have to "daisy-chain" and also parent the door to the room, then another door to that door, etc, so that when the room's rotation animation is called, it communicates with the doors like a domino effect, and they all rotate in unison. Parenting and "daisy-chaining" is what is used with some traps, so that two or more swinging logs fall in unison. What'd be cool, is to also have clutter in the rotating room, like that fall off any bookshelves/ etc, and that also smack the player as the room rotates. Rotating Room Idea #2: In this version, the rotating room is just a simple cube. The doors are actually clutter-collisioned pyramids or something, but they are all named simply "Door". Each door mesh is also "bottom heavy" via collision settings which means they will always land on their bottom and not upside-down. The room rotates, mixing up the doors each time, and the player must gamble on which door is the correct door to take next. The reason for making the doors bottom heavy, is to make sure the player always exits out the door in the proper standing position, and not somehow upsidedown and on the opposite side of the wall where they could fall into the CS void. One of the doors could lead to somewhere dangerous, to present the hazard of gambling in picking a door. Or you could just have each door go somewhere important to follow through with the questline(s). Either way, you'll have to do something about the player falling long distances and possibly killing themselves by falling. I think a slow-fall script on the player in these types of rooms would help. Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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11-24-2009, 05:06 PM,
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Never mind the rotating room, my head is spinning a little with that... =). Personally, although I don't totally get the idea, idea #1 seems like the best choice. So is the rotation actually triggered by something within the interior or does it occur when you enter a new door? Either way, I wouldn't want it to ceaselessly rotate but just go through 'phases' whereby some doors were enabled and you had access to them. There may be some kind of puzzle or technique that helped you to control which phase you enter once more doors become 'available'.
Also, I think that having collision objects would possibly get in the way despite it being a nice, novel idea. Quote:Originally posted by MachanStripes I'd forgotten about that. Yes, this could be used rather well here. Sorry 'bout that. It's hard to put a playful tone in your voice when speaking through a forum. How's MC? Sounds much more cool. =)
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod ![]() |
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11-24-2009, 05:50 PM,
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I like it *ching*(points with both fingers while grinning cheesily)
Is there any way to change my modders abbreviation (or get a diff one for BM) PS:JK didnt know what we were talking about (multiple schlerosis) he just laughed!!!!
OMGWTFBBQ!....
... ... ... ...Yeah well, shut up |
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11-24-2009, 06:13 PM,
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Hahaha....aw, poor JK!
Sure, just post up the modding abbreviation you want on this thread here: Naming Codes .
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod ![]() |
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11-24-2009, 06:20 PM,
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What the..?
Hey! :bitch:
Trespassers will be shot.
Survivors will be shot again. ![]() |
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11-24-2009, 07:25 PM,
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Quote:Originally posted by Ibsen's Ghost Sorry about the spinning head, but I decided it was best to write in the technical apsects of how to do the rotating room, in case I can't do it, but someone else with skills wants to try to do it instead. *gives a pair of aspirin to IG* I was thinking the room would rotate each time the the player re-enters that same rotating room, but can only re-enter that room (hence, have the door to it enabled) once they've accomplished their objective in the one or more several dimensions/rooms that are all linked to the same rotating room. For instance, they'd first enter the rotating room, and see all the stairs and doors in these weird positions. I was thinking, that when they very first enter the room, they'd go through the door they can reach. They then do the objective in the dimension linked to that door. When they return to the rotating room, it then rotates once, and they go through the new door, etc, etc. It'd also be best to have a failsafe in the script that makes it so that the doors that are not to be gone through at any given point in time, can't be activated, even though they are technically out of reach of the player (some players have flight mods, and might try to cheat). Yeah, the clutter falling in the rotating room would be a nice effect, but you may be right in it getting in the way. I was only thinking of using a little clutter, and even then the player could put it in their inventory as loot, and prevent it from smacking them, hehe. KP
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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11-24-2009, 07:48 PM,
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Sounds about right, KP. :yes:
Sorry JK. I think you two have a bit of an ongoing squabble going on here.... =) . I'm sure MC was joking...
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod ![]() |
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11-24-2009, 07:50 PM,
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It's only light-hearted
![]()
Trespassers will be shot.
Survivors will be shot again. ![]() |
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11-24-2009, 08:09 PM,
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Quote:Originally posted by jucklesjenk Chilllax dude ![]()
OMGWTFBBQ!....
... ... ... ...Yeah well, shut up |
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