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Water Water Everywhere

Started by Conduit, April 29, 2007, 12:25:35 PM

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Conduit

Through the magic of Nifskope, I've created an animated water object.  It looks just like the "cloud water" seen in several maps, but it's much easier to use and it doesn't cover the entire map.





You can download it here.

BentonGrey

Aww, awesome Conduit!  Do you think it's possible to make a version of this that DOES cover the whole map, for Aquaman type situations?

Conduit

Quote from: BentonGrey on April 29, 2007, 12:35:53 PM
Aww, awesome Conduit!  Do you think it's possible to make a version of this that DOES cover the whole map, for Aquaman type situations?

You can add it multiple times, so you can make the water cover however large an area you want, including the entire map.

BentonGrey

Great!  Thanks Conduit, I think you just opened the door to a whole slew of underwater maps for my Aquaman arc!

BatWing

now i really need a hydroman
hydroman vs aquaman :thumbup:

BentonGrey

Haha, if Mera got involved, it'd be very one-sided! 

Hey Conduit, I'm having a little trouble figuring out how to use this.  I've followed your instructions, but I can't seem to find the 'water' to add it into the map.  It's not showing up under area_specific or area_speciff1.  Or at least I can't find it.

Conduit

It's under area_specific/water/water.nif.  It turns out I forgot to add a template.txt.  It should work if you redownload it.

BentonGrey

Thanks Conduit, this works GREAT!

UnkoMan

Very interesting. I can't wait to see how this gets made use of.

BatWing


Nymph

can someone notify Catwho......Liberty Bay still needs some sort of water texture for the Lake in stage 3.........


is there a way to make the bottom solid and not see through?
because the texture is over a dark brown trench

but still OMGOSH like  :thumbup: COOL! :thumbup: this is the first time ive seen something like this..... (i dont get out much)

BentonGrey

Nymph, you could probably just do multiple layers, and that would work pretty well.

catwhowalksbyhimself

Quotecan someone notify Catwho......Liberty Bay still needs some sort of water texture for the Lake in stage 3.........

It already has one.  Has since the final release, custom made by Volsung.

Nymph

oh sorry :(...u dont really update that thread much i didnt know.....i was waiting to play the whole finaly version of the mod when done. :unsure:

catwhowalksbyhimself

In that case you might as well never play it.  Realistically, it might never be finished.  Even if it is, it will take years.

Just play the final releases as they come out, if you don't want to beta test any more.

And the water WAS in that thread.  This was a LONG time ago, though.

Volsung

Liberty bay... I wish I was Multiple Man...

Anyway nice stuff here Conduit, it works

cmdrkoenig67

Yes...Thank you for the water, Conduit!  Water maps are on the way!

Dana

BentonGrey

Cmdrkoenig......please, oh please, oh please let that be true! ^_^ 

Pssst!:  [spoiler]Do you think there would be any chance of doing Atlantis?  I've got a few other maps to do, and that's the big one, and quite possibly beyond my skill.[/spoiler]

Thanks again Conduit, you've made my life MUCH easier.

Blitzgott

That's awesome, man! I haven't seen it in-game yet, but those pics look great.

I can't wait to see what people will make out of that.

cmdrkoenig67

Quote from: BentonGrey on April 30, 2007, 04:09:51 PM
Cmdrkoenig......please, oh please, oh please let that be true! ^_^ 

Pssst!:  [spoiler]Do you think there would be any chance of doing Atlantis?  I've got a few other maps to do, and that's the big one, and quite possibly beyond my skill.[/spoiler]

Oh, it's true...I just have to find the time. 

An Atlantis map would be very cool...But I'd have to put an awful lot of those water objects on the map to get that underwater feeling...Even then, it wouldn't look right...I've already tried it (it's a flat two-dimensional object and looking up at the underside...It's invisible...It's only visible from the top).

I might be able to do something with the fog objects in the FFVTTR game (maybe by redoing the textures?)...I dunno.

Dana

Blitzgott

I wish someone converted that sweet-looking sunken city map over at FRP to FFvTTR. =\

Revenant

Slightly off topic but... For a totally underwater map, i wonder if that cool warping effect from the end of FFvsTTR could be somehow utilized?

catwhowalksbyhimself

It's a rather simply bit of Python, so it could be used easily.  It causes problems with some folks graphics cards, though.

GogglesPizanno

Since were talking underwater ideas...

- Putting some random "bubble" FX on the map make it look like vents.

- You could have the lighting change using a subtle randomized timer to simulate the effect of light changing on the surface

This one actually just hit me as i was typing.

What if you created swimming versions of your character using a set naming scheme like <charactername>_swim. make them duplicates of the of the original character but use nifskope to swap the ground based animations for hover based animations (cause really underwater everyone kind of hovers) then script the level so that on load it replaces all the characters in the mission with their "_swim" equivalents. Add additional scripting to drop characters speeds by a point or two. This possibly could come close to simulating an underwater movement method. Maybe if a character doesn't have a swim version drop their speed down even farther (running on the ocean floor cant be that quick)...


BatWing

Quote from: GogglesPizanno on May 01, 2007, 06:36:37 PM
Since were talking underwater ideas...

- Putting some random "bubble" FX on the map make it look like vents.

- You could have the lighting change using a subtle randomized timer to simulate the effect of light changing on the surface

This one actually just hit me as i was typing.

What if you created swimming versions of your character using a set naming scheme like <charactername>_swim. make them duplicates of the of the original character but use nifskope to swap the ground based animations for hover based animations (cause really underwater everyone kind of hovers) then script the level so that on load it replaces all the characters in the mission with their "_swim" equivalents. Add additional scripting to drop characters speeds by a point or two. This possibly could come close to simulating an underwater movement method. Maybe if a character doesn't have a swim version drop their speed down even farther (running on the ocean floor cant be that quick)...


my brain hurts :wacko:

cmdrkoenig67

Quote from: catwhowalksbyhimself on May 01, 2007, 03:44:53 PM
It's a rather simply bit of Python, so it could be used easily.  It causes problems with some folks graphics cards, though.

Ha!...Thanks Cat, but you're talking to the guy (me) who is mentally challenged where Python is concerned.  That's like saying..."Dana, you can do it...All you have to do is breathe underwater to do it."

Dana ;)

cmdrkoenig67

Quote from: GogglesPizanno on May 01, 2007, 06:36:37 PM
Since were talking underwater ideas...

- Putting some random "bubble" FX on the map make it look like vents.

Like the bubble FX I put on my Sunken City map?  Good idea... :lol:

Quote from: GogglesPizanno on May 01, 2007, 06:36:37 PM- You could have the lighting change using a subtle randomized timer to simulate the effect of light changing on the surface

That's a good idea too.

Quote from: GogglesPizanno on May 01, 2007, 06:36:37 PMThis one actually just hit me as i was typing.

What if you created swimming versions of your character using a set naming scheme like <charactername>_swim. make them duplicates of the of the original character but use nifskope to swap the ground based animations for hover based animations (cause really underwater everyone kind of hovers) then script the level so that on load it replaces all the characters in the mission with their "_swim" equivalents. Add additional scripting to drop characters speeds by a point or two. This possibly could come close to simulating an underwater movement method. Maybe if a character doesn't have a swim version drop their speed down even farther (running on the ocean floor cant be that quick)...

Good idea as well (for players, not map-makers). 

Dana

catwhowalksbyhimself

Well, the warping trick has nothing whatsoever to do with the map anyways, so mapmakers like you won't have to worry about it anyhow.

It has to be added to the rumble room or mission script.

cmdrkoenig67

Quote from: catwhowalksbyhimself on May 02, 2007, 05:07:46 AM
Well, the warping trick has nothing whatsoever to do with the map anyways, so mapmakers like you won't have to worry about it anyhow.

It has to be added to the rumble room or mission script.

Well...Fine and dandy!  :P  THHHHPPPPPPTTTTTHHH!!!

Conduit...Your water object is very nice, thank you.

Dana

Peerless1

Nice.  :cool:

Now if only I could make a map to use with it...  :banghead: 
I better start learning.

You have done it again!

TY