right, inner city navmesh is entirely finished.
[editline]28th February 2012[/editline]
[url]http://filesmelt.com/dl/uusimaa12.esp[/url]
changelog:
-fixed some faulty statics
-city navmesh is pretty much completed. It's not finalized in case someone wants to add remove something. I will finalize it when I finish the outer city navmesh. (mountainsides and such). Inner city is completly done however.
[I][B]I'll do sth.[/B][/I]
would it be kosher to add in a slave market?
Could fit underground.
Or to the pirate place.
Is this City going to have everything or what?
[url]http://www.1337upload.net/files/7uusimaa.zip[/url]
+continuet pirate fortress a bit (feel free to continue too)
+added navmeshes to some areas.
Damnit this whole thing is amazing. Makes me wish I had the motivation to actually learn the construction kit.
[QUOTE=oskutin;34912267][url]http://www.1337upload.net/files/7uusimaa.zip[/url]
+continuet pirate fortress a bit (feel free to continue too)
+added navmeshes to some areas.[/QUOTE]
I'm now editing if no one else is.
Can you add the innkeeper and pontikka maker?
[QUOTE=oskutin;34913115]Can you add the innkeeper and pontikka maker?[/QUOTE]
The only thing I can do correctly is mapping, for npc's like Innkeeper I don't know how to assign rooms to let the player rent. :v:
Also there is a lot of building models that aren't loading or I'm guessing nobody finished those yet or I shouldn't click "Yes to All"?
[b]editing[/b]
[b]wait my bad, not editing[/b]
Has this building been taken yet? If not I'll add a interior home for it.
[IMG]http://i.imgur.com/CrOTM.png[/IMG]
It's interior has already been started. But it's free.
[editline]28th February 2012[/editline]
[QUOTE=LtKyle2;34913181]The only thing I can do correctly is mapping, for npc's like Innkeeper I don't know how to assign rooms to let the player rent. :v:
Also there is a lot of building models that aren't loading or I'm guessing nobody finished those yet or I shouldn't click "Yes to All"?[/QUOTE]
PUB and pontikka cave is finished, but sewers are not.
Also editor automaticly hides some props.
If someone does decide to work on the hobos on the outskirts I would be happy to voice a few.
I love voicing characters, so if you are interested in picking up on the idea, PM me. I'll give it a go.
not editing, woops
Goddamn why is it so hard to piece together windhelm interior objects.
Windhelm parts are easy, you mean Solitude's parts?
I've nav-meshed too much today...
I went for a walk with my dog, and when I looked up at the stars, all I could see was how horrible the tris would be arranged in the navmesh if the verts were placed that way. It was surreal. I literally saw how the triangles took shape. made me feel sick after a while.
Are nav-meshes why stair-walking animations can get wonky in the game sometimes?
Y'know, stepping off the edge of stairs and floating for about half a second before the foot comes down?
[QUOTE=oskutin;34916150]Windhelm parts are easy, you mean Solitude's parts?[/QUOTE]
No, I mean windhelm, the roof pieces just always have a open gap between it and the wall.
[QUOTE=Oicani Gonzales;34916174]Is anyone [I]actually [/I]editing?[/QUOTE]
No one is actually editing, go ahead.
[QUOTE=ewitwins;34916425]Are nav-meshes why stair-walking animations can get wonky in the game sometimes?
Y'know, stepping off the edge of stairs and floating for about half a second before the foot comes down?[/QUOTE]
AFAIK Navmeshes aren't actual static meshes, rather than a field of instruction for an npc, so the AI can figure out where he can go and where he can't go. The floating effect is just bugs and bad animations.
[QUOTE=LtKyle2;34916609]No, I mean windhelm, the roof pieces just always have a open gap between it and the wall.
No one is actually editing, go ahead.[/QUOTE]
make sure they're rotated properly. Some room pieces are built to line up one way but not another.
[QUOTE=LtKyle2;34916609]No one is actually editing, go ahead.[/QUOTE]
you need to be clearer on the whole editing thing. When you start editing say so, and when you're finished, upload the .esp for other people. If you decide to stop editing without uploading, at least let people know.
[QUOTE=Sector 7;34916665]make sure they're rotated properly. Some room pieces are built to line up one way but not another.
you need to be clearer on the whole editing thing. When you start editing say so, and when you're finished, upload the .esp for other people. If you decide to stop editing without uploading, at least let people know.[/QUOTE]
The windhelm pieces I was talking about was the curved roof objects.
And my bad, there's no changes so the .esp hasn't changed.
[b]editing[/b]
for real this time
[editline]28th February 2012[/editline]
[url]http://dl.dropbox.com/u/64119221/uusimaa.esp[/url]
-Added cooper NPC, no dialog yet because the CK's dialog system is fucked four ways to sunday
-Added ceilings to some areas in the sewer, added non-frozen lower-level hub
[QUOTE=Oicani Gonzales;34908208]I was hoping to get it all in a BSA file
[editline]28th February 2012[/editline]
They were already there in my turn[/QUOTE]
Well that's not really necessary at this point in development is it?
[QUOTE=Sector 7;34917732][b]editing[/b]
for real this time
[editline]28th February 2012[/editline]
[url]http://dl.dropbox.com/u/64119221/uusimaa.esp[/url]
-Added cooper NPC, no dialog yet because the CK's dialog system is fucked four ways to sunday
-Added ceilings to some areas in the sewer, added non-frozen lower-level hub[/QUOTE]
Is the dialog system really that terrible?
Who can make the innkeeper?
[QUOTE=oskutin;34923990]Who can make the innkeeper?[/QUOTE]
Maybe I could do that, never made an NPC before so it'd be fun.
Do I have free hands or you want anything specific?
Feel free.
Made a dark elf. Gonna test him out now, then i'll make him more unique.
[editline]29th February 2012[/editline]
I noticed some other people used the same npc tutorial I used, here's a protip. You can safely move the merchant container out of sight for the player, as long as it is in the merchant radius. This way you dont have to worry about players breaking into the merchant's stash.
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