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Topic Started: Feb 15 2014, 07:38 AM (241,638 Views)
Knertje2208
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It does not matter how slowly you go as long as you do not stop.

first things first. Hendrix your doing an amazing job! I am so excited about this underwater tunnel!!

@thom. does your hack also work with elevated paths?
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HENDRIX
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-retired-

A little. You can get them underwater but they create a mess similar to the SZE boat tour track.

Hmm, it's tricky, I tried giving the path fences as curbs, but that didn't change a thing... Perhaps the entrance could be coded to trigger a ZTBehViewAnimals spell inside the tank, ignoring the water, provided the viewArea check is not hard-coded in the exe. It probably is, though...

Spoiler: click to toggle


At least the guests actually use the tunnel for now, if only to pass through the tank. I've updated the dropbox file with Thom's hack. If the viewing fails altogether, it should still be possible to code a fake viewing task, just wandering around and stopping inbetween...
Edited by HENDRIX, Mar 1 2015, 01:21 PM.
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bothrops
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This is AWSOME!
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danny555
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this will look great in my Mosasaur tank :)
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HENDRIX
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The latest blender release (2.74) finally allows built-in editing of normal vectors, so now there is a substantial reason to migrate the BFB tools to the new version. At the moment, I'm not sure if it's feasible to port the code as it is; the general mechanics shouldn't need a rewrite, just the parts that directly interact with blender. If you haven't noticed already, I'm fairly busy with university so that may take a while to complete.

http://www.blender.org/features/2-74/
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Bill
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originally, one_piece

there's still no nifscripts version for blender higher than 2.49 though right? cause if so, i think switching between 2 versions regularly would be too troublesome :P
Edited by Bill, May 3 2015, 08:34 AM.
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HENDRIX
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Not really, as you can always import a NIF into 2.4, then open the blend file in 2.7. You shouldn't go back to NIF anyway. The NIF developers are so damn slow it's not even funny anymore lol
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Bill
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originally, one_piece

yeah guest you're right, i wanted to switch to blender 2.7 too but it refuse to work on my laptop. gonna ask for help on blender forum...
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HENDRIX
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I started looking into the new API and it's totally different. I've begun porting the skeleton creating algorithm and already encountered a big bunch of problems, most importantly that blender handles matrixes very differently now. They can't be applied directly to bones like it used to be possible, but now head, tail and roll have to be calculated by hand and applied separately - there's not even a built-in utility for that. Even getting translations from a matrix is messed up. Anyway, except for the roll, it seems to work roughly now.
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HENDRIX
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Skeleton import + export seems to work nicely, at least the imported matrices seem to be identical to the exported ones, and the skeleton looks nice too. I also found a function to generate the roll value.
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Chase
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If I understand correctly once this is complete will be able to design in blender 2.7 correct?
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HENDRIX
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Exactly. It's finally time to abandon the 6 year old blender 2.49 and make proper use of the new tools we have available now! :P

It looks like every new aspect of the API I'm looking into is completely different; now they're using three different mesh systems simultaneously, but the old one is deprecated. But I found a very simple solution for rough mesh creation, so I'm not complaining. Gonna look into weights & smooth or original normals tomorrow...

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Okapi Rainforest
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Interesting. Highest version I use is 2.5 and like you said transfer the file to the 2.49 version. I might give this a shot when my college semester ends in a few days! This is exciting!
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HENDRIX
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Well 2.5 is pretty much the worst possible choice, it's not stable, doesn't even have all the old features and not many new ones - and the scripts don't work. :P

Smoothing, Remove Doubles and Rigging works:

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Collisions are next up...
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HENDRIX
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Capsules are back! :D

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