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A new, better combination of chains and machines
https://xmoonproductions.org/viewtopic.php?f=22&t=3489
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Author:  riftporn [ Thu Dec 11, 2014 7:41 pm ]
Post subject:  A new, better combination of chains and machines

@xpadmin

I have an idea of a new device for the dungeon, some kind of a cross over between a better version of the chains and a better version of the machine.
As I understand, it's not possible to write class code via the modding scripts (the device would need various motions and buttons as well as poses / motions for the girl to strap herself in)

How open are you towards the idea of integrating something new like this into XSP 3.x? I'm asking because I have years of 3d CAD experience for industrial design and could probably slap together the needed meshes in a matter of days. I have no experience with texturing or rigging in maya tho.
I would gladly design this and other meshes for this game, free of cost, if there is a chance the objects / devices turn up in the game at some point.

Most current render:

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Author:  rezzabae [ Thu Dec 11, 2014 8:10 pm ]
Post subject:  Re: A new, better combination of chains and machines

Just build it, someone will rig it, an another mate surely paints it. ^^
I am working on a medieval style cellar at the moment. Just waiting for the day i finally can get my hands on V3 with full mod support.

I am able to do basic rigging but im definitely no texing pro, so i am sure a few days after releasing the cellar dungeon, someone will upgrade uv mapping and texturing.^^

I really would like to know how the chains of the clamps and the chains device are rigged....

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Author:  rezzabae [ Thu Dec 11, 2014 8:47 pm ]
Post subject:  Re: A new, better combination of chains and machines

I would be happy to place your upgraded machine in here...

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Author:  TheMohawkNinja [ Thu Dec 11, 2014 9:04 pm ]
Post subject:  Re: A new, better combination of chains and machines

rezzabae wrote:
I would be happy to place your upgraded machine in here...


That... that better be able to be an alternate dungeon when the models can be modded/replaced.

Author:  riftporn [ Thu Dec 11, 2014 9:05 pm ]
Post subject:  Re: A new, better combination of chains and machines

Oooh nice :)

The problem is, as far as I know, it's not possible to write new classes for completely new things via the modding interface. For example, you could make another chain that had a remote to command it up and down (object of type CHAIN2, just with a different mesh/texture) but you couldn't make an object that also moves around another axis.
Thats why I'm asking XPAdmin if he would like to integrate that or is rather reluctant to add new stuff (at least until he went down his queue of other things to do)

Author:  rezzabae [ Thu Dec 11, 2014 9:46 pm ]
Post subject:  Re: A new, better combination of chains and machines

riftporn wrote:
Oooh nice :)

The problem is, as far as I know, it's not possible to write new classes for completely new things via the modding interface. For example, you could make another chain that had a remote to command it up and down (object of type CHAIN2, just with a different mesh/texture) but you couldn't make an object that also moves around another axis.
Thats why I'm asking XPAdmin if he would like to integrate that or is rather reluctant to add new stuff (at least until he went down his queue of other things to do)


Well, thats a pitty. He might perhaps add a generic "mechanical object" class. This could be utilized to handle object manipulation (rotate, translate,scale). The object would then be a assembly of parts, but could be created. This way you can reuse that generic class and build every obejct you can think of.
I wonder how the light switches and doors work, perhaps there you can find a hint in the code how to manipulate attributes of nodes. Perhaps the infrastructur allready exists.
I would have taken a look by my self, but i still cant buy v3 with paysafecard...

Author:  riftporn [ Thu Dec 11, 2014 9:56 pm ]
Post subject:  Re: A new, better combination of chains and machines

It doesn't look like the infrastructure to do that exists to me. Every type of object has it's own class, these classes will need custom code that can't be done via script.
If there were a generic "move" class that would support linear motion / rotations etc that would be good to hack up something.

Author:  rezzabae [ Thu Dec 11, 2014 10:16 pm ]
Post subject:  Re: A new, better combination of chains and machines

Hrmpf, i had thought it would be easy. ^^
I also want to have a "pin object". I need it for my cuffs! I had planned to make those cuffs work like the clamps.

Author:  rezzabae [ Thu Dec 11, 2014 10:23 pm ]
Post subject:  Re: A new, better combination of chains and machines

TheMohawkNinja wrote:
rezzabae wrote:
I would be happy to place your upgraded machine in here...


That... that better be able to be an alternate dungeon when the models can be modded/replaced.


When its done, you will find a lot of tools in here. ^^
The current dungeon seems to me a little bit underfinanced. Poor Bob seems to be a little bit short of money, but no problem he may use my playground...

Author:  riftporn [ Thu Dec 11, 2014 11:01 pm ]
Post subject:  Re: A new, better combination of chains and machines

Added draft to original post

Quote:
The current dungeon seems to me a little bit underfinanced. Poor Bob seems to be a little bit short of money, but no problem he may use my playground...

Thats why I made the dungeon+ mod ;)
But I agree, the dungeon should be way bigger. and it should contain every variant of every tool/toy there is in all existence.

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