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Metallicow

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Everything posted by Metallicow

  1. I have recreated your design of the Leyawiin clock tower as one full mesh stripped of all the extra stuff and optimised. Now it could be used for various different things and easily retextured. Easily altered. Can make border towers, clock towers, bell towers, quickly and easily. Just set up your clocks and add the extra zazz a modder would want like the banners or whatever. I will upload it here as a resource when I have the time. Here are some pics. The first pic is/was a work in progress pic. The 2nd & 3rd is completed and retextured. http://i861.photobucket.com/albums/ab180/metallicow/SingleMeshClockTower.jpg http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/IthinkIcan.jpg http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/IthinkIdidnt.jpg What do ya think? Here's a pic of another clock also. This one uses transparent/moving Textures/Meshes (yea, I finally did some!!) Now I am trying to add/figure out the attribute to some of the meshes so that they always look forward, such as the light beams. Any Ideas?.... If I am correct the rotate function in the construction set can only use whole numbers, because decimals in the script will screw the script up because it is a period. Am I right that the closest one can achieve to vanilla timescale in a rotation is 3 degrees/second (rounded up from 2.5)?... Ex. MeshREF.Rotate (Axis), # Vanilla timescale is 30 min to 1 real min according to the Wiki. Metallicow
  2. From the album: Metallicow's Pix

    My first weapon model. Critique welcome. Maybe I'll get to UV texturing it one day...

    © &copy Metallicow

  3. Opps. Sorry Willie, in my excitement I failed to state what I did different that made this possible with the script you provided in the first post. The original rotations I was working with was X= 30 Y= 330 Z= 215 (which will not keep accurate time with the script in the first post/your original hands without adding a few extra lines in the script) I then took the original hands and opened them up with blender and rotated them 215 degrees on the Z axis, then moved them back to center and reexported. Switched meshes in the CS and changed the Z angles of the hands to 0. (this is the alt harder way) ==================== To make the clock work with your original hands at any angle one can just insert the Z angle into the XXX spots in this script. (just happens to be 215, but could be any angle) Note: My clock face and two hands rotations/positions started all the same. Fiddle with/move the X&Y position values of the hands slightly to get them show on top of the face. ;;;Any angle method to the madness. Always Z (I think he/she(?) was on to something.... scn 00000Clockworks1UpNorthEast45Script float mhand float hhand float mhandXXX float hhandXXX begin gamemode set mhand to GetCurrentTime * 360 set hhand to GetCurrentTime * 30 set mhandXXX to mhand + XXX set hhandXXX to hhand + XXX ClockWorks1UpNorthEast45MinREF.SetAngle Z mhandXXX ClockWorks1UpNorthEast45HourREF.SetAngle Z hhandXXX end[/code] ============= Also I have another Question: Would you be interested in helping with my clock resource/maybe combining resources for what will be an educational/tutorial/resource mod? Planned/[WIPz]: The playable/educational esp (tutorial included in the mod, also readable in the CS) & a striped down mergeable resource esp(would help populating big world project mods). I have a decent start already with over 300 workable clocks spanning different examples of its use. All faces/hands were made as activators. Also templates, script notes/examples, new textures, new clock hands, other(clock books/pics/gears/etc), books detailing the process of creating a simple working clock/other ideas/etc. And some other notes for things I ran across in the process of making/differences between my/your work. I have created original round clock meshes(re-UV mapped them to as close to a 512 perfect circle as I can) I have tried to keep everything explained as simple as I can. If you would like to help out, PM me with a preferred method of exchange and I will get what I have so far to you. Thanks. Rotations: X= 684.4908 Y= -2475.0654 Z= 1357.5626 Now that is a strange angle! (it's the mead clock) Can anyone figure it out within half of a degree? LOL I would just like to say this has been a fun learning experience Willie. Thanks again for sharing. Now to figure out how fast I can get some meshes to spin....in both directions.... ....Hmmmm.... Metallicow
  4. Well....Sort of. Of course, I was stubborn and it took gallons and gallons of mead to figure out. Things seemed to be spinning backward when I finally awoke... After the inebriation effect wore off, and I came to my senses, I reached for the last brew I had tied away alongside the canoe in the chilly stream. *Gulp* *Gulp* *ack* *choke* What the...??? Dragon's Lager? And that's when it spit me right in the face. Nearly drowned I did, fallin' into da drink. Things were never quite the same from that day forward, but I recall some of it and have wrote it down on the log. There IS a method to the madness! Clocks CAN be positioned at any angle and display the accurate time with a little work! ***UPNORTHEAST45*** ROT215 X = 30 Y = 330 Z = 0 And might I ask the great Guru of Time 3 riddles? 1. Does the hands of time have to be static and are such persistent references necessary? 2. Can this wisdom be scribed in the form of a mod/resource? 3. Is a hologram clock possible without flicker? I await your answers. Tick Tock
  5. Is there any room left for a texture/modeler on this project? I have some resources that you might consider using. And if so, how should I get them to you, I don't see anywhere to put an attachment such as you did with the download. I like the fact that jenny's rumor directs the player to the graveyard in green emperor way, which is where my clocks are located. And the clock in the other pic I posted is not in the arcane uni, Willie, but it does have ties to the mages guild. oops said too much already. Oh and here's a pic for you Willie. I noticed you like the marble look on your clocks, so I whipped this one up real quick just for you. Hope you approve.
  6. I got some different positions to work, Thanks Willie The (looking/facing at it) East that worked for me was: X= 270 Y= -270 Z= 0 Some of the values may or may not need the minus in front of them to make the time right. Otherwise it's a half hour or 6 hours off. You may want to note this in the opening post. I also noticed two of the three clock faces on the Leyawiin Clock Tower(BBC version) of CoC did not have the accurate time. Is your clockshop mod about done? Need some help with some textures or modeling? I also want to ask you a few other things when I get my custom resources done... I have something special planned for you to show my appreciation for all you have done for the modding community. Anywho, here's a teaser pic of the WIPz. The face looks awesome in game with the different lighting conditions. http://i861.photobucket.com/albums/ab180/metallicow/Thetimehascome.png http://i861.photobucket.com/albums/ab180/metallicow/ClockCloseup.png Thanks again Willie, keep on teachin' Mooo
  7. Willie, If you find the normal vector from the minute and hour hands, the clock should work at any angle,right?(i.e. if a clock tower fell over and it was placed at a 45 or any angle) Is this possible with just vanilla scripting so the time would still be accurate(i.e the clock did not break completely after falling) Or if the z rotation is something other than 0. (i.e. Or If I wanted a pocket watch laying on a table.) http://mathworld.wolfram.com/NormalVector.html f(x,y,z)=ax+by+cz+d=0 Metallicow
  8. I figured it out. wmj at the official forums led me in the right direction. The esps in the subdirectorys can also have the same esp name(which was my intention since you can't have two esps of the same name in a folder without one overwriting the other.) This also leaves room for different(or unlimited or multiple) versions/esps to be added. So basically this installs the default version if you press NO and an alt version if you press YES you have a choice of either(or more)with comparison pics and descriptions.(Could be used with SelectManyWithDescriptionsAndPreviews also). Sorry I generalized the names of everything, but I figured if I did that, people would understand what I was trying to achieve better. Feel free to use this OBMM Install Script if you want for learning purposes as it can be used for installs other than what I have used it for here. Mooo ;**================OBMM Install Script written by Metallicow======================= If VersionLessThan 1.0.0 Message "This mod must be installed by OBMM version 1.0.0 or later to prevent script errors." FatalError EndIf DontInstallAnyDataFiles DontInstallAnyPlugins If DialogYesNo "Do you use (or plan to use) DarNified UI (or a variant thereof)?" "Question" SetVar MODD 1 Else CopyPlugin "Script Version Esp\\ModVersion.esp" "ModVersion.esp" EndIf If Equal %MODD% 1 ;================================================================================== SelectWithDescriptionsAndPreviews "Choose which version you want to install.","Name Version" "Screenshots\\DarNified UI Comparison.jpg" "Use with DarNified UI or Vanilla UI.","Script Version (default)" "Screenshots\\DarNified UI Comparison.jpg" "Use with DarNified UI or Vanilla UI" "Frames Name Version" "Screenshots\\DarNified UI Comparison.jpg" \ "Frames Script Version" "Screenshots\\DarNified UI Comparison.jpg" \ Case Name Version CopyPlugin "Name Version Esp\\AltVersion.esp" "AltVersion.esp" Break Case Script Version (default) CopyPlugin "Script Version Esp\\ModVersion.esp" "ModVersion.esp" Break EndSelect ;================================================================================== EndIf ;==================================================================================
  9. I tried that and now it won't install any esps. Eventually in the end, both esps will have the same name. That is why I have them separated in the two folders. At the moment all I'm planning on is getting the right esp from it's subdirectory to install correctly. The descriptions and pic previews are working with what had written so far. I have been looking at other OMODs with install scripts and haven't had any luck finding one that does something similar. Is there another way to write this that might be simpler or do you know of an OMOD that has a similar install script that I could look at.
  10. I'm trying to write an OBMM Install script and am having problems getting it to install just the right version of the .esp I want. What I have below seems to install both versions and I'm a little confused as to how it should be written to install only the version I want from its own subdirectory. Can anybody help me figure out what I have wrong here as I am a little new to scripting? Sorry if this might be in the wrong topic. Metallicow If VersionLessThan 1.0.0 Message "This mod must be installed by OBMM version 1.0.0 or later to prevent script errors." FatalError EndIf AllowRunOnLines DontInstallAnyDataFiles DontInstallAnyPlugins CopyPlugin "Alt Version Esp\\AltModVer1-3.esp" "AltModverV1-3.esp" CopyPlugin "Script Version Esp\\ModVer1-3.esp" "ModVer1-3.esp" If DialogYesNo "Do you use DarNified UI?" SetVar MODD 1 Else SetVar MODD 0 EndIf If Equal %MODD% 1 ;================================================================================== SelectWithDescriptionsAndPreviews "Choose which version you want to install.","Alt Version" "Screenshots\\DarNified UI Comp.jpg" "Use with DarNified UI.","|Script Version (default)" "Screenshots\\Vanilla Comp.jpg" "Use with Vanilla UI." "Frames Alt Version" "Screenshots\\DarNified UI Comp.jpg" \ "Frames Script Version" "Screenshots\\Vanilla Comp.jpg" \ Case Name Version "Alt Version Esp\\AltModVer1-3.esp" CopyPlugin "Alt Version Esp\\AltModVer1-3.esp" True Break Case Script Version (default) "Script Version Esp\\ModVer1-3.esp" CopyPlugin "Script Version Esp\\ModVer1-3.esp" True Break EndSelect ;================================================================================== Else CopyPlugin "Script Version Esp\\ModVer1-3.esp" True ;================================================================================== EndIf ;==================================================================================
  11. I would just like to say that was the most impressive mod I have seen in a long time. I really enjoyed it. Although I had to play through a couple of times to figure out how to get from one level to the next... I think I'll get in on the fun next year if you have another contest. Thanks everyone. Metallicow
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