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A few new ideas i had... while eating mac'N'chease


b00marrows

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Posted

Ok here i go again with another spurt of fantasy/imagination...

 

Anyway here's the ideas:

 

(13/04/2014 - 21:00)

Weapon sheeth "jiggle" - theres probably someone Elce who has thout of this before if you have sorry...

The idea is to have a slight jiggle and MAYBE collision for the sheathed weapons mainly swords.

 

Weapon collision - this one is a bit strange and hard to explain so bare with me...

When a weapon is drawn make it collide with things it scrapes against (people/ floor walls you get the idea...)  maybe arm/wrist twist or turn to account for the collision... yeah hard to explain... hopefully someone gets it. no sure what effect this would have in combat... might even look good than some real IMPACK on hitting?...

 

Drawn weapon Weight - Another strange one... weapons are heavy and running with them should show that...

Like the one above a slight arm/wrist twist/turn to allow for the soaking of the weight of the weapon when running.

 

Hey look at me coming up with another "idea" while pressing the submit button...

 

(13/04/2014 - 21:02)

A flail - no not a fail a FLAIL

Ball and chain mace, simple really i wondering how it would work.... IM INTERESTED SUE ME!

 

if i get any more ideas im posting them here. off to make a cup of tea... for real this time.

Posted

 

Weapon sheeth "jiggle" - theres probably someone Elce who has thout of this before if you have sorry...

The idea is to have a slight jiggle and MAYBE collision for the sheathed weapons mainly swords.

 

 

dunno by what jiggle you mean here, but the work required for the slight effect is probably not worth the trouble.

Also, I dunno how weapons sheaths quite work but there's some weird swap function that takes the weapon out mid-animation and puts it into these hardcoded prn slots, so not sure if this is doable :(

 

 

Weapon collision - this one is a bit strange and hard to explain so bare with me...

When a weapon is drawn make it collide with things it scrapes against (people/ floor walls you get the idea...)  maybe arm/wrist twist or turn to account for the collision... yeah hard to explain... hopefully someone gets it. no sure what effect this would have in combat... might even look good than some real IMPACK on hitting?...

 

There is in-game collision boxes (I dunno how weapons work but these are Havok physics hitboxes) which is how weapon hits are registered (I assume)

 

Also, I don't really understand what you mean by 'impact' feeling, I assume this is more or less replicated via a rumble motor on a controller.

Not sure how else to achieve this affect (Other than visual cues like TK Hitstop)

 

 

Drawn weapon Weight - Another strange one... weapons are heavy and running with them should show that...

Like the one above a slight arm/wrist twist/turn to allow for the soaking of the weight of the weapon when running.

 

This isn't a HDT thing, well it can be in terms of data.

But for the actual effect it would require something like papyrus scripts to check a weapons weight value and change the animation speed.

 

If you meant this in a more detailed form like dynamic speed for different parts of an animation (like how fast the blade is pulled out vs. it's swing arc all within the same animation) then that would require some crazy animation trickery and scripting effects. Again not much to do with HDT physics (I think)

 

 

A flail - no not a fail a FLAIL

Ball and chain mace, simple really i wondering how it would work.... IM INTERESTED SUE ME!

 

Lol, this suggestion, been thought of plenty.

I'm happy to say that Yoo has given it some serious thought and I was able to bounce a few ideas with him :)

I think he's figured out a way to do this and he *might* go about implementing this when he's done ganking in ESO ;)

 

While my comments/critiques here might sound harsh, they just reflect my opinions and views on your suggestions. I hope you don't take them as discouraging. But instead churn out more ideas and suggestions, or even counter/seek a way to do your suggestions (I'm not gonna complain if you prove me wrong and implement any of these features :D)

Posted

"Weapon Sheath Jiggle"

hmm... im not sure i explained it well.... erm, adding a slight rotation/movement to the weapon sheath bone so it move/bounces when you do.

Now I'm not about what you said but it sounds like it could complicate things, I hope not. I think a simple word would be for it to "rattle" as you move.

 

"Weapon Collision"

So... erm... like... urgh, how to explain it.... instead of a weapon phasing through things while you are holding it, it has actual collision... i'm mean while holding it. so if you stand under a bridge or something the weapon would normaly just phase through it im hoping we could add collision so the wrist twists/turns to not let the weapon do that...

 

Also maybe when you do swing it at lets say at a wall instead of phasing through you scrape the sword along the wall...

I hope that's a better explanation...

 

"Drawn weapon weight"

Once again i failed to explain it right... hmm... like hair! when you move it dose! so when you run backwards the sword would lean (in your hand) out a bit, and when you run forwards it lean back a bit in your hand due to its weight... i hope thats better.

 

"A flail"

Ah good, i always hated maces ... after that hair, oh I cant wait!

 

 

 

I just remembered something... there is no "collide with everything" is there? you have to make the collision objects (like Yoo did for my tail/floor collision) do you think maybe this will change in the future?

Posted

 

Weapon collision - this one is a bit strange and hard to explain so bare with me...

When a weapon is drawn make it collide with things it scrapes against (people/ floor walls you get the idea...)  maybe arm/wrist twist or turn to account for the collision... yeah hard to explain... hopefully someone gets it. no sure what effect this would have in combat... might even look good than some real IMPACK on hitting?...

 

 

As far as weapon collision, I always use http://www.nexusmods.com/skyrim/mods/23681/? on all my playthroughs (in addition to his dodge mod). It does seem to add more realism to the melee combat blows.

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