Freedom Reborn Archive

Freedom Force Forums => Meshes => Topic started by: Conduit on April 29, 2007, 12:25:35 PM

Title: Water Water Everywhere
Post by: Conduit on April 29, 2007, 12:25:35 PM
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.

(http://www.frpmods.com/files/Conduit/images/water1.jpg)

(http://www.frpmods.com/files/Conduit/images/water2.jpg)

You can download it here (http://www.frpmods.com/files/Conduit/miscellanious/water.rar).
Title: Re: Water Water Everywhere
Post by: 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?
Title: Re: Water Water Everywhere
Post by: Conduit on April 29, 2007, 12:44:25 PM
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.
Title: Re: Water Water Everywhere
Post by: BentonGrey on April 29, 2007, 12:51:39 PM
Great!  Thanks Conduit, I think you just opened the door to a whole slew of underwater maps for my Aquaman arc!
Title: Re: Water Water Everywhere
Post by: BatWing on April 29, 2007, 01:18:44 PM
now i really need a hydroman
hydroman vs aquaman :thumbup:
Title: Re: Water Water Everywhere
Post by: BentonGrey on April 29, 2007, 02:19:01 PM
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.
Title: Re: Water Water Everywhere
Post by: Conduit on April 29, 2007, 02:28:47 PM
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.
Title: Re: Water Water Everywhere
Post by: BentonGrey on April 29, 2007, 02:53:42 PM
Thanks Conduit, this works GREAT!
Title: Re: Water Water Everywhere
Post by: UnkoMan on April 29, 2007, 03:30:48 PM
Very interesting. I can't wait to see how this gets made use of.
Title: Re: Water Water Everywhere
Post by: BatWing on April 29, 2007, 03:43:38 PM
now how about jaws ^_^
Title: Re: Water Water Everywhere
Post by: Nymph on April 29, 2007, 06:12:21 PM
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)
Title: Re: Water Water Everywhere
Post by: BentonGrey on April 29, 2007, 06:15:22 PM
Nymph, you could probably just do multiple layers, and that would work pretty well.
Title: Re: Water Water Everywhere
Post by: catwhowalksbyhimself on April 29, 2007, 06:51:13 PM
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.
Title: Re: Water Water Everywhere
Post by: Nymph on April 29, 2007, 07:32:17 PM
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:
Title: Re: Water Water Everywhere
Post by: catwhowalksbyhimself on April 30, 2007, 04:55:51 AM
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.
Title: Re: Water Water Everywhere
Post by: Volsung on April 30, 2007, 09:07:47 AM
Liberty bay... I wish I was Multiple Man...

Anyway nice stuff here Conduit, it works
Title: Re: Water Water Everywhere
Post by: cmdrkoenig67 on April 30, 2007, 02:26:51 PM
Yes...Thank you for the water, Conduit!  Water maps are on the way!

Dana
Title: Re: Water Water Everywhere
Post by: 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]

Thanks again Conduit, you've made my life MUCH easier.
Title: Re: Water Water Everywhere
Post by: Blitzgott on May 01, 2007, 12:30:06 PM
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.
Title: Re: Water Water Everywhere
Post by: cmdrkoenig67 on May 01, 2007, 12:48:31 PM
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
Title: Re: Water Water Everywhere
Post by: Blitzgott on May 01, 2007, 01:07:50 PM
I wish someone converted that sweet-looking sunken city map over at FRP to FFvTTR. =\
Title: Re: Water Water Everywhere
Post by: Revenant on May 01, 2007, 02:48:35 PM
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?
Title: Re: Water Water Everywhere
Post by: 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.
Title: Re: Water Water Everywhere
Post by: 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)...

Title: Re: Water Water Everywhere
Post by: BatWing on May 01, 2007, 09:55:23 PM
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:
Title: Re: Water Water Everywhere
Post by: cmdrkoenig67 on May 02, 2007, 02:48:31 AM
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 ;)
Title: Re: Water Water Everywhere
Post by: cmdrkoenig67 on May 02, 2007, 02:58:07 AM
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
Title: Re: Water Water Everywhere
Post by: 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.
Title: Re: Water Water Everywhere
Post by: cmdrkoenig67 on May 02, 2007, 08:00:07 AM
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
Title: Re: Water Water Everywhere
Post by: Peerless1 on May 03, 2007, 09:31:42 PM
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
Title: Re: Water Water Everywhere
Post by: HumanTon on May 05, 2007, 12:48:23 PM
This is very cool!

Anyone know the exact dimensions of the object so I can get multiple water.nifs to line up without overlapping?
Title: Re: Water Water Everywhere
Post by: HumanTon on May 06, 2007, 12:14:54 PM
To answer my own question: the .nif is about 426.75 units wide in X, and about 365 units tall in Y.
Title: Re: Water Water Everywhere
Post by: Subrider on May 06, 2007, 03:50:16 PM
Awesome water object!!

Is it possible to have the attribute Dependency linked with this water object? I have long wanted to make a Submariner, Triton, etc. hero that would be dependent on being in or near the water or start losing strength, energy, etc.

Is it possible to have this object work like the fire hydrant plug-in so that fire material-based objects or characters would be power nulled, etc.? I would like a Human Torch that would undergo an accidental shapeshift to a flameless Johnny Storm when in this water.

I have a sandman that can shapeshift into the sandpile object. Would it be possible to have hydroman shapeshift into this water object?

Is it possible to re-size this object with Nifscope, maybe to a sphere or a cube, or to increase it's depth?

Any help with these questions/ideas is appreciated.

Thanks

Rich
Title: Re: Water Water Everywhere
Post by: Epimethee on May 06, 2007, 04:42:01 PM
> Is it possible to have the attribute Dependency linked with this water object?
Yeas, this should work. You need to create a condition. In ffx.py, add
def isWaterArea(obj,char=''):
    if not Object_Exists(obj):
        return 0
    temp=Object_GetTemplate(obj)
    if temp=='water_surface':
            return 1
    return 0

(Replace water_surface with the name of your water template.)

in ffxdefault.py, under FFX_TRIGGERS=[, replace
["isBreached"],
]

by
["isBreached"],
["isWaterArea"],
]


Also, set the radius to an appropriate value. However, Vulnerability/Dependency won't be perfect if you require that the character be in the water. First, radius won't be exact (circular from the central point, versus corners of a rectangle); second, terrain or landscape objects (pier, boat, etc.) above the water wold be ignored; third, fliers would still suffer from the effect.

A plugin could certainly be done, but the above limitations still apply. Flying wouldn't be a problem to detect, but the other two will. The simplest way to tackle these might be to add markers to delimit the water area, plus other markers for non-water areas inside the general water area.

> I have a sandman that can shapeshift into the sandpile object.

Interesting :shock: What happens when he does? (Ep. needs to brush up on the shapeshifting code.)

>  Would it be possible to have hydroman shapeshift into this water object?

If it work with a regular sandpile object, I don't se why another object wouldn't work.
Title: Re: Water Water Everywhere
Post by: Subrider on May 06, 2007, 06:13:59 PM
Thanks Epimethee for your quick response.

As you may know, alot of different objects can be made into characters, just use the object base nif and rename it character.nif. Create the mesh/skins folder in the custom character folder and use the game or the editor to create and tweak the hero file. Use whatever keyframes work (if you want the object-character to be mobile).

My Sandman sand pile (actually I have him able to shapeshift into the sandpile object and the large blob mesh with a sand texture skin.) I like the big sand blob better. I give the pile an area pull attack type and a short range area crushing damage. I have also used an area Energy Leech to simulate suffocation-like effects of being pulled into the sandpile.

Rich
Title: Re: Water Water Everywhere
Post by: BatWing on May 06, 2007, 07:22:26 PM
it'll be cool if u can make waves in there and the naquaman would do like a huge wave tsunami
Title: Re: Water Water Everywhere
Post by: Epimethee on May 11, 2007, 04:06:40 PM
Quote from: Subrider on May 06, 2007, 06:13:59 PM
As you may know, alot of different objects can be made into characters, (...)
Actually, no, I didn't know this. Nice!

Sorry for the thread-jacking, Conduit. And your water certainly looks great. :)