RWS Horses

New models, textures, & integration of 3rd party content.

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Ronan
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Re: RWS Horses

Post by Ronan »

While I'm not as pessimistic as Zelk is on the horses (dealing with the cloak slot is definitely do-able, just a pain, and when I left NWN1 few people were using horses during combat anyways), the missing animations put a big damper on my motivation to work on it.

But then I don't have much free time to work on tech stuff anyhow.

We've got bigger problems at the moment anyways, like making our database access performant enough to actually allow a lot of players on a single server.
t-ice
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Re: RWS Horses

Post by t-ice »

Cloak slot being occupied by horse token doesn't matter if you're not fighting on horseback anyhow. (It might matter if you're riding the horse to escape, but even then, really rather a non-issue compared to having horses to ride in the first place.)

Having horses for travel and rp, with something like being shunted off-horse to fight, is already a great improvement. Counterproductive to ignore the good sides just because it isn't perfect, eh?
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Gimlor Stoneaxe
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Re: RWS Horses

Post by Gimlor Stoneaxe »

I would love to use a different method to make the mount usable.
I am not going to make horses so that you need a DB installed to use them in a SP module.
why oh why couldn't OEI have added settail function.

As far as combat animations go. I would love to give them to you, but I would need a team to make that happen. The hundreds and hundreds of animations needed is just way to much for me alone. I have already been on this project for 10 months, it takes up every spare min of y modding time. Combat animations will come in the future, but there is no way i can have them for initial release.
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Gimlor Stoneaxe
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Re: RWS Horses

Post by Gimlor Stoneaxe »

I have gotten a lot done on mounts. here are just two quick screens.
the different animation scales are messing up some hand positions so heavy testing will be needed especially when different weapons/shields are equipped.

Image

Image
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Keryn
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Re: RWS Horses

Post by Keryn »

Looks great man ;) :eek: :eek: :eek:
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oldgrayrogue
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Re: RWS Horses

Post by oldgrayrogue »

Me wants a horsie! Put em in, Put em in, we'll bug check em later!

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Gimlor Stoneaxe
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Re: RWS Horses

Post by Gimlor Stoneaxe »

Sorry for such a long delay. I was running low on motivation, and some real fun games took my attention.

Last night I finished exporting the last of the races. The first release of horses will be ready as soon as I make a hak and do a write up for the vault.

Included in the release will be three horses (White speckled, black, Brown and white) with saddles, saddlebags and bed roll.

Non combat animations for all races
Included aniamtions will be weapon stances for 1HS, 1HSS, C2H, O2TH, and Torch for Walk, Run, Walkback, Idle, Turn right, Turn Left.
Zelknolf
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Re: RWS Horses

Post by Zelknolf »

We've got a pretty full plate for ACR 1.85, and maybe 1.86, depending on who wants to work on it.

We'll come back to evaluate available manpower for integration and potential uses (esp. re: travel maps; we wouldn't notice animation limitations in the least there, and our grand success of xp_craft integration and debugging opens a lot of doors for us) early February, while we're cleaning up ACR 1.85 for release.

If someone feels especially eager to, we might test:
-- Creating a new equipment slot that displays to the cloak model
-- The response of the models and animation to scale and zoom (especially scale down / zoom out; knowing where the limits are would be very useful).
-- The progress of ALFA's world map server, and how they might make use of it.

Combat remains a concern; missing animations goes severely against the precedent set in the ACR's content. As a benefit, most areas set up for long-distance travel (e.g. riding horses) are relatively safe, but as a problem, MS isn't a very horse-travel-ey sort of place, and BG's roads are far from always safe. Clever ideas to get around what content is available would be welcome; I would like to use as much of this as possible, but I would also like it to look as clean and complete as possible.
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hollyfant
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Re: RWS Horses

Post by hollyfant »

:horse:
Zelknolf wrote:Clever ideas to get around what content is available would be welcome
When combat starts, horses simply disappears and the (N)PCs can fight as per usual. Once peace and order has been restored, the horses reappear. IC explanation: a quick dismount followed by a startled horse running away.
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oldgrayrogue
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Re: RWS Horses

Post by oldgrayrogue »

I so want a horse.
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kid
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Re: RWS Horses

Post by kid »

We'll pretty much take them as is...
with minimal wrok as possible.
im sure the entire player base would agree.
Extensive skill rolls, anims... whatever can be added at a later date.
(if admin would be so kind)
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HEEGZ
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Re: RWS Horses

Post by HEEGZ »

kid wrote:We'll pretty much take them as is...
with minimal wrok as possible.
im sure the entire player base would agree.
Extensive skill rolls, anims... whatever can be added at a later date.
(if admin would be so kind)
I'm with kid on this one. Get them in using NWN1 scripts if possible. We can use them slightly buggy and update as we can. Assuming this is possible of course.
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Gimlor Stoneaxe
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Re: RWS Horses

Post by Gimlor Stoneaxe »

Image
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ElCadaver
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Re: RWS Horses

Post by ElCadaver »

+1

I want a horse.
Can we get the nightmare model used for the oblivion mod? :eek:

Image
Image
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Gimlor Stoneaxe
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Re: RWS Horses

Post by Gimlor Stoneaxe »

ElCadaver wrote:+1

I want a horse.
Can we get the nightmare model used for the oblivion mod? :eek:

Image

WOW, that looks very CoOL!
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