User talk:Omzy

Revision as of 16:20, 22 June 2006 by imported>TheImperialDragon

Questions? Comments? Eh?


Hey, you should add yourself to the Category:Users: Scripters list. You seem to have a fair amount of experience with scripts, more than me so far, anyway. The Imperial Dragon 16:17, 8 June 2006 (EDT)
Just a hint: to sign your postings in the wiki use ~~~~ or simply the second button from the right on top of the edit-window.--JOG 10:26, 9 June 2006 (EDT)
Erm... When I clicked to download your mod, nothing happened after the first time in which the computer hung up. Are you doing something to the mod on your end? The Imperial Dragon 22:19, 9 June 2006 (EDT)
Nevermind, it works now... The Imperial Dragon 22:39, 9 June 2006 (EDT)


I started making my own retex mods too. Armor too. Maybe I can upload these files for you to use, maybe we can make these plug-ins a lot more interesting with more retexes, more types of armor. I mean I upload all my armor to your plug-in, and Vodunius can sell it? I don't know, but I just realized how close my plug-in is unintentionally shaping into one very similar to yours.

The armor I just made is a retex of the Imperial Watch armor, with the intention of having it red glowing hot. I've used some shaders to give it a slight glowing effect, but it still needs a little work...The Imperial Dragon 20:58, 15 June 2006 (EDT)

I was also going to put in a dungeon in mine, but if we merge the plug-ins, maybe we could use this dungeon for another armor type. Anyway, it's your decision. The Imperial Dragon 20:58, 15 June 2006 (EDT)

Okay, I finished the sewers part of the dungeon (sadly only one cell so far, but it does take time...), I'm going to start on the crypt part next. The enemies I'm using are undead types.
I think it would be better to have the armor out in the open, but it was going to be genereated by a leveled list in a container. It should be possible to have it leveled controled by a script, right? Maybe it would be better to just make it bronze armor, as my armor looks kind of bronze-ish and because my flaming shader isn't really working too well. The Imperial Dragon 21:53, 17 June 2006 (EDT)


I've had a look at the armor, and I am amazed at how it looks now. I was wondering how I might make the armor pulse a bit slower, and have the flaming effects a little less frequent, as the character is kind of on fire literally... The Imperial Dragon 12:43, 18 June 2006 (EDT)
One more thing; where should the dungeon lead to? The armory basement or the offices basement? The Imperial Dragon 16:33, 18 June 2006 (EDT)
I manually merged the mods, and now the effect shader isn't looping. It was working before. Here is the script I'm using:
scn WarmBoot05script

short BootsE

Begin Gamemode
	PlayMagicShaderVisuals WarmEffect
	if BootsE == 1
		player.PlayMagicShaderVisuals WarmEffect
	endif
end

Begin OnEquip
	player.PlayMagicShaderVisuals WarmEffect
	player.addspell WarmBoot05
	set BootsE to 1
End

Begin OnEquip
	player.StopMagicShaderVisuals WarmEffect
	player.removespell WarmBoot05
	set BootsE to 0
End

I'm obviously doing something wrong here, or I did something wrong while I was copying the shader over to the plug-in with the dungeon layout finished. Any idea what's wrong here? The Imperial Dragon 20:33, 18 June 2006 (EDT)

Great news! I'm done the crypt part of the dungeon (or at least I think I am...) and now all I've got to do now is:
-Make the basements
Done, except Imperial Office basement already exists
-add some sounds to the dungeons
-Fix the inventory icons
Still working on it; bad photo editor
-Mess around with the armor so that it doesn't kill the framerate (framerate 1/s when armor on ground)
Nevermind, it works.
-Create a dungeon boss.
Going to have the newly created shield (sword?).
-link the dungeons
Improvised for trap doors, looks good.
-test it all
Depending on several things, this may be ready sometime tomorrow or the next day.
Getting there, though there's still some difficulty with getting the shader to affect only certain parts of the body. A possible work around (as a last resort) is to have it so that the shader is only in effect when all the armor is equipped (with possibly exception of the shield as it may have its own shader affecting). I was thinking I might be able to have it so that the shader affects the appropriate biped body parts of the actor (ie. boots, hands, head, hair, etc...) but I haven't had much luck in finding anything yet. The Imperial Dragon 00:33, 20 June 2006 (EDT)
Sure, why not. I had a look at the site last night, Silgrad Tower will have lots of room for dungeons, quests, and everything. It sounds like it'd be fun too. Thanks for the suggestion, I'll probably do that. I kind of missed the Morrowind CS, but now there's a Morrowind (and a Skyrim) to Oblivion (or there will be...). The Imperial Dragon 16:03, 20 June 2006 (EDT)


You could join Silgrad Tower now, they seem to have need of 3d modellers and texturers at the moment, for armor and weapons, see this thread here [1]. You have to register, but it seems like a good project. It'll be interesting to see if a mod of this scale will actually be finished and released. I already joined the forums, posted some questions or comments here and there. The Imperial Dragon 19:04, 21 June 2006 (EDT)
I'm having problems getting the icon backgrounds transparent in-game. I believe the cause of this may be the photo editing program itself because it keeps complaining about options and format. The link to my Plug-in (Still in progress) along with the icons I was making is below, but I doubt my photo editor is capable of doing those icons. Needless to say, I shall attempt to find a better editor.

[2]

Also, I am wondering how to make an actor fade in and out, so is there any function similar to FadeToAlpha or something like that? The Imperial Dragon 17:20, 22 June 2006 (EDT)
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