AcidBasick |
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Reged: 04/21/04 |
Posts: 418 |
Loc: Illinois, United States
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I'm releasing
these animated practice dummies. This includes a mod that replaces
the existing dummies with these animated ones and provides the Max
files and models to use them in your own mods. I know this has been
done before by using NPCs as means of getting the attack by the
player, but this mod uses actual creatures as dummies who will break
apart over time, are animated so when they are hit they will
somtimes bounce around a bit, and use Havoc physics for deaths.
Since they are
creatures it makes it much easier for the modder to place and
use.
Download Euro-Morrowind
View a movie of the Havoc physics applied to one
of the death animation. This is only one of three deaths and each
one breaks apart in a similar but different way due to the
collisions of pieces of the mesh.
Quote:
Readme ACD_PracticeDummy Animated Practice
Dummies By AcidBasick (PM me on Elderscrolls.com
Forums). - Use: Adds animated practice dummies to various
places and replaces the old non-animated dummies that lie there.
This is primairly a modder's resource, so you may use it wherever
you may like, but I added this mod so I could both test it as well
as provide a little something for players who fancy the idea of
animated dummies but are too CS-illiterate to add them
themselves. - This creature is added to the following
locations; Balmora, Fighters Guild; Vivec, Guild of Fighters;
Seyda Neen, Census and Excise Office; Wolverine Hall; Vivec, Arena
Fighters Training; Molag Mar, Redoran Stronghold; Maar Gan,
Outpost; Ald-ruhn, Guild of Fighters; and Vivec, St. Olms Canal
South-Two. - Resource: Feel free to use this as a
resource in your mods. If you would like to mention me in the
readme, that would be fantastic. - There are obvious
advantages over using a creature such as this one over another
setup. Namely, there are less scripts, positioning, and work and
you plop this guy right down into your house or other area without
much hassle. - Mod Setup: In order to get this critter to
work properly in your games you must apply certain settings in the
editor to him. - Set his 'Movement' to 'None'. Set all
'Attributes' that are not needed for your purposes to '0'. I left
endurance at 100 on mine. Set his health to a high number
otherwise you will not be able to practice on him for
long. Set his fatigue to a very high number. Set all his
'Skills' to '0'. Set all three 'Attacks' to '0'. Set his
'Blood Texture' to 'Skeleton (White)' unless you want the dummy to
bleed. I added 50 Wickwheat to my dummies in order to make sure
it stayed in place. Click on the 'AI' button at the bottom of
the menu and set his 'Fight', 'Flee', 'Alarm', and 'Hello' to
'0'. - I've included the Max file for modellers that wish to
see the way the Havoc physics are set
up. - Credits: IndigoRage for his development of the
Havoc effect technique for Morrowind and his great
mini-tutorial. - Contact: AcidBasick (PM me on
Elderscrolls.com Forums) Acid_Basik4@hotmail.com
There is a single screenshot
looking at the practice dummy on my website, but I figure it
wouldn't help any to see many screenshots. It's just a normal dummy
animated. The above movie is what you want to watch.
-------------------- AcidBasick Morrowind 3d Max Animation Guide Concept Critters
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shannon_ |
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Reged: 06/05/04 |
Posts: 756 |
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Cool. This is
going to be very handy. Thanks Acid!
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Nevermind, of
course it would, it operates on keyframes
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AcidBasick |
Curate |
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Reged: 04/21/04 |
Posts: 418 |
Loc: Illinois, United States
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Quote:
Uh, it sounds like a feature that might not have been in the
original game but slated in on goty, have you tested it with a
non-goty version (not patched version? ) :P
I'm positive it will work in any
situation.
There are only three death animations that do the
same thing every time - it just looks random because they fall in a
realistic way. It's exactly like a normal mesh except for the way in
which things collide in the animation. Nothing is made up 'on the
spot'. If you own Max, load up the file and look at the keyframes.
They are all set to a specific time and location.
No need to
worry, the feature was most certainly present before GOTY.
-------------------- AcidBasick Morrowind 3d Max Animation Guide Concept Critters
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NuclearDope |
Disciple |
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Reged: 07/15/03 |
Posts: 1123 |
Loc: Leeds, England (city of light, city of
magic :-P ) | |
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Very nice
work...it always did bother me that u couldn't try ur new blade out
on the dummies in mw
-------------------- Ah, the taste and feel of blood when all passion and greed
is sharpened in that one desire! Realm of the Damned thread
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Nigedo |
Diviner |
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Reged: 05/29/03 |
Posts: 2594 |
Loc: Deep beneath Vvardenfell
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Thanks Acid.
This is really cool. It's one of those things that I've wanted for
ages but thought that no modeller would ever get around to making.
Oh, and the physics are a very nice touch.
-------------------- Dean of The
Theoretical Whirling School Of Vivec
The Whirling School | Academy for Dwemer Studies | TES Lore FAQ
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This is Great
AcidBasick
Ok
now that we've got our physics engines fired up. It's time to start
making all statics breakable. all it requires is an insane amount of
time. go for it!
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Shanjaq |
Disciple |
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Reged: 07/31/02 |
Posts: 1021 |
Loc: Kudanat | |
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Excellent!
So much more satisfying when your weapon goes "THUD" when swinging
at a dummy, instead of simply gliding through the air
-------------------- Overunity... The Plugin Manager that Makes Sense!
View My Screenshots
SPACE HAS A TERRIBLE
POWER
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Mantodea |
Curate |
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Reged: 06/11/03 |
Posts: 664 |
Loc: Chattanooga | |
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Awsome. Just
awsome.
-------------------- My
Mods Many thanks to tygirwulf for hosting my site!
Current modding status:Bandanas
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Laxas |
Curate |
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Reged: 03/15/04 |
Posts: 563 |
Loc: Making Potions In The Mage Guild Of
Holland | |
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Vey cool and
very handy for new weapons!
-------------------- Laxas the Wizard, protector of
Morrowind
My great mod "The Plague": http://www.cuneo.us/tesmw/browse.php?dir=Laxas
mod status: 90% [pauze]
Desert World - new project
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Does it have
sound yet? You should give it some sound if not
We also need breakable walls? (passwall anyone?)
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AcidBasick |
Curate |
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Reged: 04/21/04 |
Posts: 418 |
Loc: Illinois, United States
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Thanks
everyone.
Quote:
Does it have sound yet? You should give it some sound if not
I thought about it, but I wasn't
sure what sound to give it. After all, it is just a dummy.
However, it comes with the Max file if anyone wants to put some in
there.
Quote:
We also need breakable walls?
Those would be neat. It would be
fun to have bricks fall and bounce on the ground. Well, maybe not
bounce.
Quote:
Ok now that we've got our physics engines fired up. It's time
to start making all statics breakable. all it requires is an
insane amount of time. go for it!
Heh. This would be fun to
implement, but the problems could potentially be enormous. Things
such as items floating after a static 'dies' and repositioning and
replacing of all in-game furniture. You're right, it would take an
insane amount of time.
-------------------- AcidBasick Morrowind 3d Max Animation Guide Concept Critters
Edited by AcidBasick (06/21/04 05:22 PM)
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Really
incredible! This goes beyond LadyE's swinging creature practice
dummies in Dragon's Breech.
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shannon_ |
Curate |
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Reged: 06/05/04 |
Posts: 756 |
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Maybe not make
ALL statics breakable, but urns, barrels and crates would be cool.
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Shanjaq |
Disciple |
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Reged: 07/31/02 |
Posts: 1021 |
Loc: Kudanat | |
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mmmm.... *has
a Hexen II flashback*
-------------------- Overunity... The Plugin Manager that Makes Sense!
View My Screenshots
SPACE HAS A TERRIBLE
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AcidBasick |
Curate |
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Reged: 04/21/04 |
Posts: 418 |
Loc: Illinois, United States
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Quote:
Really incredible! This goes beyond LadyE's swinging creature
practice dummies in Dragon's Breech.
Lady E already made one? I never
knew. Well,
I guess mine is different because it replaces the existing dummies
as well. I'll have to check her's out.
Quote:
Maybe not make ALL statics breakable, but urns, barrels and
crates would be cool.
Those would probably be harder
then most other statics, considering that not only they are
containers and would require much more scripting, but also that they
are everywhere. I agree, it would be neat, though.
I was
thinking more along the lines of chairs, small tables, benches,
bookshelves, and stools. Things that could be modified to break but
still have a surface to hold whatever may be resting on it.
-------------------- AcidBasick Morrowind 3d Max Animation Guide Concept Critters
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Ronin49 |
Disciple |
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Reged: 03/08/04 |
Posts: 1792 |
Loc: Canada | |
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AcidBasick -
this looks really first class. It looks like the 'death effects'
alone will far surpass the features of its predecessors. Thank you.
Is it possible, using the mod, for the player to reposition any
of the animated dummies, into their residence for example, without
resorting to console commands?
[Lady E already made one? I
never knew. Qwert also had a mod that activated the standard
furniture dummies making them into working sparring dummies. It is
at the bottom of his website. ]
-------------------- "And to everyone seeing naked and
headless people, READ THE README!!! It's the answer to all your
troubles." Neoptolemus
Mythic Mods
----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.
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Quote:
Lady E already made one? I never knew. Well, I guess mine
is different because it replaces the existing dummies as well.
I'll have to check her's out.
Hers have a nice swinging
recoil when you hit them. They don't break though, just swing. LadyE
and Proudfoot have also been experimenting with breakable
barrel/creatures and a couple other breakable things for their sewer
section I think.
There's some pretty awesome stuff in that
Dragon's Breech alpha, all cool for modder use. Worth the time to DL
the huge thing and then look at all the neat models in the editor.
----------------------------------
You know, it would
be cool if a practice dummy creature could be made that could walk
and attack. Imagine starting to do a practice session hacking at a
dummy, and then at a point it gets replaced by a very irritated
moving dummy that fight back.
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AcidBasick |
Curate |
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Reged: 04/21/04 |
Posts: 418 |
Loc: Illinois, United States
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Quote:
Is it possible, using the mod, for the player to reposition
any of the animated dummies, into their residence for example,
without resorting to console commands?
Quite possible - and quite
easy. That's the beauty of using creatures as dummies.
Go
into your home and stand about where you want the model. Bring up
the console and type 'placeatpc "_ACD_PracticeD_B" 1,1,1'.
From there, see if he is facing the correct way. If not, kill him
with the console and try again from a new position.
Quote:
There's some pretty awesome stuff in that Dragon's Breech
alpha, all cool for modder use. Worth the time to DL the huge
thing and then look at all the neat models in the editor.
I've been meaning to check out the
island for some time now, but just never got around to really
exploring.
I'm
really looking forward to it.
Quote:
You know, it would be cool if a practice dummy creature could
be made that could walk and attack. Imagine starting to do a
practice session hacking at a dummy, and then at a point it gets
replaced by a very irritated moving dummy that fight back.
I was thinking about animating a
standard dummy without his noose but I didn't know if there would be
anyone else who would like to fight him. Good to know that we're on
the same wavelength here.
I'll probably do that soon. It
would give the player a startle.
-------------------- AcidBasick Morrowind 3d Max Animation Guide Concept Critters
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That's pretty
nifty. Wonder why the physics were never used, if the capability was
there.
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AcidBasick |
Curate |
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Reged: 04/21/04 |
Posts: 418 |
Loc: Illinois, United States
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Quote:
That's pretty nifty.
I agree. Indigo
did make a pretty big discovery with this and it's even better that
he let us all in on it. He may not have been the first, as stated in
that other thread, but it's nice that he even gave us tutorials on
how to set it up.
Quote:
Wonder why the physics were never used, if the capability was
there.
I wondered that as
well.
Seems strange that so much realism could be added to
animations but it isn't taken advantage of.
-------------------- AcidBasick Morrowind 3d Max Animation Guide Concept Critters
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This is really
great!!! Haven't seen such cool thing before... This
will be used in my mod for sure
Thanks
a lot!!!
-------------------- ------------------------------------------------------
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our Forums: -MYTH-
Releases: Landscape Texture Index
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Tamandra |
Adept |
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Reged: 04/12/04 |
Posts: 296 |
Loc: York, England | |
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for a remarkable piece of work - I've just used the provided .esp to
have a look and it's great, the effect of it breaking is superb and
it provides a much better way of training your weapons skills rather
than boring ol' paying for it.
Another
for your inadvertant excellent timing as I'm just putting a
Fighter's Guild building together for my mod and this is going to be
a definite addition.
-------------------- I make no
apology for linking my thinking with computer technology.
My screenshots
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OverrideB1 |
Disciple |
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Reged: 01/13/03 |
Posts: 1785 |
Loc: Tel Uvirith | |
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How in
heaven's name did I miss this????
Going to d/load and install
in my current house-mod tonight. Meanwhile, have well deserved and
retrospective Pretty Darn
Nifty Award.
-------------------- Member of The Forum Scholars
Guild (Telvanni) And the first joker to start stacking stone
blocks in non-Telvanni-architecture fashion within Fireball range of
my Tower is going to get a big surprise! (Vorwoda) Food, Slave,
Telvanni - Take your pick
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MC_Stalker |
Adept |
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Reged: 08/25/03 |
Posts: 395 |
Loc: Black Light, gathering exhibits for
Museum of Dwemer History | |
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ALways
forgetting to give you
for the good work. Plus could you make the animated and breakable
?
-------------------- Tamriel
Rebuilt
From the point of view of banal erudition not
every local personality can ignore tendentions of his paradoxal
emotions in given time continuum.
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