Falmer ruins |
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12.08.2006 04:49 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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I'm still searching it, I don't want to ask things that have been answered before.
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12.08.2006 04:54 |
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TheImperialDragon
Councilor
Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada
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Is this for the ice cave secret door? Just copy, then paste the old one in a new script and name it something else before saving.
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12.08.2006 05:39 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by TheImperialDragon
Is this for the ice cave secret door? Just copy, then paste the old one in a new script and name it something else before saving. |
It's for a moving platform. The first thing I did is check the Secret
Door script, but that one works in a different way, I need to create a
new script. I've found a way, but I need to test it, I'm not sure how
well it will work.
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12.08.2006 05:51 |
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Did you test that script?
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12.08.2006 23:14 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
Did you test that script? |
Yup, not working. I'll try one more thing (not as good, but might work)
and if that doesn't work I'll drop the whole script thing and go for a
more simple but less satisfying solution.
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12.08.2006 23:21 |
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TheImperialDragon
Councilor
Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada
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Maybe you could post your progress thus far so that a scripter might be able to have a look at it.
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12.08.2006 23:25 |
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a much more time consuming way of doing it would be to do a hell of a
lot disable/enables in the script on a lot of objects...
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12.08.2006 23:50 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
a much more time consuming way of doing it would be to do a hell of a lot disable/enables in the script on a lot of objects... |
Whatever works. At the moment I'll take any solution.
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12.08.2006 23:52 |
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Well just make a big line of them in the CS and record all of their
Refs(also check the persistance refernce) then make sure they all start
out diabled, then in the script enable one, then disable it, which
enables the next one, which then disables and enables the next one,
etc. It might look a bit stuttery(not sure) but it should get the job
done.
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12.08.2006 23:57 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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I have a solution with involving a timer that might work, I'll test it
now. If you have any suggestions for the current script, just copy and
paste it and add your modifications, it's easier to see if your
solution will work that way.
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13.08.2006 00:06 |
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I don't understand OBs scripting language as much as I do MW's, however
I do know what is and what isn't possible and how to go about such
things.
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13.08.2006 00:09 |
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TheImperialDragon
Councilor
Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada
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You could try having it appear to be fading in with the the FadeToAlpha
function. Disabling it until the witch is dead, then enabling it
(Making sure the alpha is set to 0/1, whichever is invisible) and then
have the alpha slowly change?
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13.08.2006 00:14 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
I don't understand OBs scripting language as much as I do MW's, however
I do know what is and what isn't possible and how to go about such
things. |
Same here, I love what scripting can do, but hate having to doing it.
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13.08.2006 00:15 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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quote: |
Originally posted by The Old Ye Bard
What's the status? |
Theres no great rush here, we're hardly building any ruins right now anyway.
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14.08.2006 17:31 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
What's the status? |
I'll get on it as soon as I upload the update for the ice cave.
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14.08.2006 18:43 |
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I noticed you finished that update
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15.08.2006 05:32 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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I really like it, it looks much nicer than any ice buildings would...
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31.08.2006 19:54 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Liquid Cheese
I really like it, it looks much nicer than any ice buildings would... |
Thank you!
Although the Falmer ruins that we decided to go with are a bit
different and are in fact made of ice, they look good though and are
still towers. They are on the "Visual Development" board (what has been
finished by now that is).
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31.08.2006 20:42 |
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Gilboron
Apprentice
Registration Date: 29.09.2006
Posts: 8
Location: Imperial City, Waterfront
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Well, please remember that the "Elven" coughayleidcough Ruins in
Oblivion only apply to Ayleid, Aldmer or whatever you call them (Yes, I
wrote Aldmer, that are Ayleids. Do not confuse with Altmer. Read your
Pocket Guide), and Falmer ruins CAN look COMPLETELY different. |
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20.02.2007 20:26 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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quote: |
Originally posted by Gilboron
Well, please remember that the "Elven" coughayleidcough Ruins in
Oblivion only apply to Ayleid, Aldmer or whatever you call them (Yes, I
wrote Aldmer, that are Ayleids. Do not confuse with Altmer. Read your
Pocket Guide), and Falmer ruins CAN look COMPLETELY different. |
I haven't seen the Falmer ruins, but I imagine if they look similar to
Oblivion ruins of any sort it's to avoid having to create entirely new
models.
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21.02.2007 00:23 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Gilboron
Well, please remember that the "Elven" coughayleidcough Ruins in
Oblivion only apply to Ayleid, Aldmer or whatever you call them (Yes, I
wrote Aldmer, that are Ayleids. Do not confuse with Altmer. Read your
Pocket Guide), and Falmer ruins CAN look COMPLETELY different. |
When the Falmer settled the territory that later became Skyrim they
looked exactly the same as the Ayleids... the Falmer, the Ayleids and
any other elves all originate from the Aldmer. Seeing how the Aldmer
came to Tamriel from the south and expanded towards the north it can be
assumed that the elves that settled Skyrim (the Falmer) also came from
the south (Cyrodiil). Because Cyrodiil was the home of the Ayleids this
makes the Falmer Ayleid in origin and therefore leaves room for the
possibility that their architecture style also originates from the
architecture style of the Ayleids.
And welcome to Skyrim for Oblivion!
quote: |
I
haven't seen the Falmer ruins, but I imagine if they look similar to
Oblivion ruins of any sort it's to avoid having to create entirely new
mode |
They do look similar to the OB Ayleid ruins and even though I think
that?s the way they should look it is for the most part a compromise
because of the s**t load of work that is required to make a completely
new set.
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21.02.2007 01:11 |
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Local
Warder
Registration Date: 14.03.2007
Posts: 42
Location: Ireland
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I like those concepts you dew really cool, your right I would look more creative,
My opinion is to try and re-create the ruins from bloodmoon?that would look awesome.
===local===
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25.03.2007 17:21 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Local
I like those concepts you dew really cool, your right I would look more creative,
My opinion is to try and re-create the ruins from bloodmoon?that would look awesome.
===local=== |
Thanks!
But what ruin from Bloodmoon exactly? I don't remember any Falmer ruins there.
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25.03.2007 17:37 |
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Local
Warder
Registration Date: 14.03.2007
Posts: 42
Location: Ireland
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Yeah but they would look more like famer ruins then a re-textured
dungeon walls.....like the more new stuff the better it might take
longer but the those little things make a huge difference.
===local===
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25.03.2007 21:10 |
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quote: |
Originally posted by Lady Nerevar
thats because there were none. the only ruins in Bloodmoon were skal burials |
True, unless you count Caste Kaarstaag, which wasn't a ruin (but could be counted as Falmer).
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25.03.2007 21:11 |
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