User talk:Omzy

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Revision as of 00:28, 26 June 2006 by imported>TheImperialDragon
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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)


Mod Discussion

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
DONE
-Fix the inventory icons
INCOMPLETE - Good job
-Mess around with the armor so that it doesn't kill the framerate (framerate 1/s when armor on ground)
DONE - Nevermind, it works.
-Create a dungeon boss.
DONE - I need a function that makes the boss fade in.
-link the dungeons
DONE - Improvised for trap doors, looks good.
-test it all
IN PROGRESS - Preliminary testing

--

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.
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)
Thanks. The Imperial Dragon 20:56, 22 June 2006 (EDT)
Alright, I'm going to fix some of the lighting in the first part, and redistribute the enemies in the second part as I came back barely alive from a battle with a Gloom Wraith, a Dread Zombie, and three Skeleton Champions, who've all but one summoned a lesser skeleton to aid them, I've battled, all at once. Needless to say, I've got an advanced character...
Got newer version, test that one, not the other... unless I'm too late... And it's not necessarily ready for merging, I've got to delete the boots in the market district, and I've got to move the dungeon entrance... And the doors are a little messed up. But aside from those, it will be ready. The Imperial Dragon 20:46, 23 June 2006 (EDT)
No, no icons working yet. We'll use yours. I'm almost done my semifinal version of the dungeons, should actually be ready within the hour (I hope). The Imperial Dragon 22:09, 23 June 2006 (EDT)
So, how did you fix those icons? It kept compressing the layers whenever I saved or converted to dds. The Imperial Dragon 22:16, 23 June 2006 (EDT)
That was my suggestion. The Imperial Dragon 22:24, 23 June 2006 (EDT)
Okay, now to revert the unnecesary changes in landscape by deleting it in the plug-in file, don't worry, I've got a backup. The Imperial Dragon 23:00, 23 June 2006 (EDT)
I'll upload it now. There are two things you should know, though.
First: The armor no longer glows, and I can't think of a reason for this. As a result, perhaps you should take out the shader for the time being. I haven't had a look at it yet though.
Second: Make sure the land near cell 9, 21 is alright, as I undid the land modifying there.
Third: It was a somewhat quick job, but it should be fine, I tested it, and it looks alright aside from the armor.
The entrance is south-east of the Legion Compound, and it has alternate entrances in the Armory and Offices Basements. The Imperial Dragon 23:38, 23 June 2006 (EDT)
Here: [2]


Something's going weird with my plug-in, I've no idea what, so give me a little time to figure it out...
There is no female version of the cuirass... At least not one that shipped with the game, and I can't create one because I don't have 3dsmax, nor do I know where to find it. The Imperial Dragon 01:01, 24 June 2006 (EDT)


I might be able to use steel, and yes, I did use watch armor. I figured watch and legion armor is virtually the same so...
And thanks for the links, I'll see what I might be able to do, I've got no experience with modelling, but there's a first time for everything. The Imperial Dragon 08:07, 24 June 2006 (EDT)


UPDATE: Problem solved for the cuirass. That was easy. The Imperial Dragon 09:08, 24 June 2006 (EDT)
Alright, next is the trick part: scripting the items so that it only glows when all the items are equipped. Now, usually this wouldn't be too difficult, but the armor for level 5 and 10 has the same script, as well as 15 and 20, and 25 and 30. So, how would I go about this? A new global variable perhaps? The Imperial Dragon 14:09, 24 June 2006 (EDT)

Great idea, I hadn't thought of that!


Here's the next version: [3]

Things to know about:

Icons may be the old version, gauntlet texture needs doing.
Script is awkward, you may need to edit it before releasing it... It's kind of on/off.

The Imperial Dragon 20:46, 24 June 2006 (EDT)

So, where are we at now for the mod, exactly? The Imperial Dragon 01:28, 26 June 2006 (EDT)