Title | Sailing Ships |
Author | Oseryn |
Submitted / Updated | 03-27-2011 / 04-20-2011 |
Category | Placeables |
Expansions | HOTU-1.69 |
Forums | |
Description | |
This is a hak inspired by cyberglum and Old Time Radio. It adds moving placeable ships and a moving airship, as well as a number of dockable ships (not boardable though - these are placeable eye-candy). These placeables are optimized for a 16-20 tile width (or less) area size. The non-docking ships travel a straight line path. The dockable ships travel various paths, depending on model. For the straight line traveling ships, ideal placement would be close to mid-way between the area's boundaries, as the ship spawns a fair distance beyond the area edge, fades in from the fog and travels across the area, then fades out as it continues past the opposite edge of the area. The models were made by other community members and credits follow. I took the models and made them move around - fiddling with textures, animations and emitters. This revised version adds a lot of variety, including matching floating ship tiles added to the rural tileset. So for each placeable ship, there is a matching tileset version (so it can be boarded), with the same spray/wake emitters set to tile animation loop 1 or 2 (depending on whether or not the ship model is one of some-ux's that also uses an animation loop for anchors). Here's the list of new additions. There are new basic ship models, plus travel speed, offset and docking variants of many of the models. v2 models are slower moving versions of the 3 original models in this package. Speed variants of the v2 models are based off the revised slower version, so the speed really is dampened at the slowest speeds. There's a practical limit to slowing these though, as the slower the speed, the more filler frames in the animations (to cause the slower speeds). Some of the models are pretty big files because of this (slower speed = larger model file). Airship v2 Airship v2 - Offset 30 Meters Airship v2 - Offset 60 Meters Airship - Docking Big Ship (TNO) Big Ship (TNO) - Slower Big Ship (TNO) - Slowest Big Ship (TNO) - Offset 20 Meters Left Big Ship (TNO) - Offset 20 Meters Right Big Ship (TNO) - Offset 40 Meters Left Big Ship (TNO) - Offset 40 Meters Right Big Ship (TNO) - Offset 60 Meters Left Big Ship (TNO) - Offset 60 Meters Right Big Ship (TNO) - Docking Left Big Ship (TNO) - Docking Right Caravel v2 Caravel v2 - Slow Caravel v2 - Slower Caravel v2 - Slowest Caravel - Docking Right Carrack v2 Carrack v2 - Slower Carrack v2 - Slowest Carrack v2 - Offset 20 Meters Left Carrack v2 - Offset 20 Meters Right Carrack v2 - Offset 40 Meters Left Carrack v2 - Offset 40 Meters Right Carrack v2 - Offset 60 Meters Left Carrack v2 - Offset 60 Meters Right Carrack - Docking Left Carrack - Docking Right Cog (TNO) Cog (TNO) - Slower Cog (TNO) - Docking Left Cog (TNO) - Docking Right Merchant (HoU) - Slow Merchant (HoU) - Slowest Merchant (CT) - Slow Merchant (CT) - Slowest NWN City/Rural Ship NWN City/Rural Ship - Slow NWN City/Rural Ship - Slowest NWN City/Rural Ship - Docking Right Oriental Ship Oriental Ship - Slowest All new models have: A placement node added to each model. Lower travel speeds in general, with different speeds on different vessels. Ship pilots Additional work done on emitters and wakes Non-docking ships now use the *on* animation for ease in scripting for movement. Use Restrictions: Certainly none from me. The models themselves were created by others, noted below. Videos of some of the models in action: Link Link Link Credits: Airship Model: Some_ux - Link Carrack Model: Some_ux & batinthehat - Link Caravel Model: Some_ux - Link Oriental Model: coulisfu - Link Flowing River Demo: gaoneng - Link How-to Tutorial: OTR - Link Inspiration: cyberglum - Link Demo Mod Time Functions: Master Lexx - Link Demo mod, hak, ASCII files, read_me and erf included in download. Please read the Sailing_Ship_Read_Me file for additional detailed information on this package. |
Attachment | Size |
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![]() | 7.86 KB |
![]() | 9.16 MB |
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Makes a nice cutscene in my Dark Energy module.
gonna check this out for my pw, if it works this will add alot of realism and ambience to the coastal areas
thanks for your work