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Revisiting the Emily and Modding

Posted: Fri Nov 17, 2023 1:47 am
by morningstarring
Hello again everyone! A week or so ago one of shadefyre's LPs showing one of my levels popped up in my youtube feed, so I have been getting back into modding a bit. I'm picking back up on getting the Emily sailing. After refamiliarizing myself with Tscript and some trial and error I think I have a decent result. At least as far as the boats movement is concerned. CCollisionTrigger for whatever reason was what worked. I tried using a CLocationTrigger, so I could use Anne's hand to activate something in a more advanced setup(grabbing a lever, button, etc) but the ship would move a short distance and just fall to the ground. so the collision trigger is what im going with. Maybe the location trigger has to be scripted in a different way? I also had to incorporate a little upward Z to the physics pushing the ship. For some reason the ship would drift down. I noticed this downward drift in the Handrail car test level I saw a while back. I just thought it was an odd coincidence. anyway here's my progress. still messing with the scripting and how I'd like to add it into a level. I wish there was a way to make Anne bound in someway to the ship while its moving. not immobile but have the ship behave as solid ground while it moves so you dont have to walk with it as it moves, if that makes sense.

video of the ship moving
https://streamable.com/g15pli
tscript .jpg
tscript .jpg (180.8 KiB) Viewed 39733 times

Re: Revisiting the Emily and Modding

Posted: Fri Nov 17, 2023 6:19 pm
by Draconisaurus
morningstarring! Welcome back. Glad to have new things from your way. What've you been up to apart from glass guitars?

Hmmm you are doing some nice pioneer work here. Or at least things which are not well documented.
I have noticed before the some actions only work with specific kinds of triggers. I think this comes from the unfinished state of the engine, where needed events were focused on. I can imagine the CCollisionTrigger specificity might've come from the lever you have to keep pushing in AS2. I'll note this in the bug fix tutorial.
Honestly I must have missed something somewhere. I thought what you're doing here was only possible with ASA animation. Why doesn't the ship just fall straight to the ground while being moved along? Somehow standard physics are ignored with the axis-specific motion applied?

Couple critiques. The boat appears to be moving backwards. And, the ocean looks a little fast in some shots; remember that the directional texture animated objs must be mesh-copied and not cloned to "-01" etc.

Good to have you back.

Re: Revisiting the Emily and Modding

Posted: Sat Nov 18, 2023 4:24 am
by morningstarring
I guess i forgot the bridge is typically located at the back of a vessel. I can look into the water movement speed. this was all a test just getting the physics to work. when i used a location trigger the ship did basically fall down after a second or two of forward motion. the collision triggger works for whatever reason. I do have Zfree/ZTfree and Yfree/YTFree set to false on the main physics portion of the ship and connected parts. I dunno if it makes a difference. but if i don't throw the barrel overboard and it interacts with the ship it starts to roll over on its side quickly. even when i set its mass and friction to near 0. Tscript is fun lol

Re: Revisiting the Emily and Modding

Posted: Sat Nov 18, 2023 6:13 am
by tatu
Woah, some really impressive work here. I am super happy that we have another modder that dares to tackle scripting and what power it may have. Like I often say, I think there is a lot of hidden potential using the script for various things :)

Re: Revisiting the Emily and Modding

Posted: Tue Nov 21, 2023 8:10 am
by morningstarring
more stuff with the Emily. still pretty rough but I've managed to get the sinking physics how I basically wanted them. I'll likely change the wall that the ship hits to an invisible trigger to make it seem like its hitting something under water. As well as making a proper start mechanism and improving the overall aesthetics. Not bad so far. video link below. should be available for longer.

https://streamable.com/c4hexl

Re: Revisiting the Emily and Modding

Posted: Tue Nov 21, 2023 10:41 am
by codemuk3y
I love the sinking action and how it forces you to figure out the puzzle with a bit of urgency

Re: Revisiting the Emily and Modding

Posted: Tue Nov 21, 2023 5:27 pm
by tatu
:O That is really amazing! I think it is really impressive what you have done. Is this where we recreate the Omaha Beach landing from Medal Of Honor? ;)

Re: Revisiting the Emily and Modding

Posted: Tue Nov 21, 2023 6:27 pm
by TheIdiot
This is all really interesting work, I think Rebel would find this extremely cool as well. Maybe you could add some kind of visual indicator of something that the ship might hit, like a protruding reef or sandbar?

Have you tried applying a push to Anne as well to keep her at a similar speed to the boat?
tatu wrote: Tue Nov 21, 2023 5:27 pm Is this where we recreate the Omaha Beach landing from Medal Of Honor?
TresGuy and I discussed doing a level set in WW2 a while ago...if only I had more time and a bunch of models... :?

Re: Revisiting the Emily and Modding

Posted: Wed Nov 22, 2023 12:26 pm
by morningstarring
TheIdiot wrote: Tue Nov 21, 2023 6:27 pm This is all really interesting work, I think Rebel would find this extremely cool as well. Maybe you could add some kind of visual indicator of something that the ship might hit, like a protruding reef or sandbar?

Have you tried applying a push to Anne as well to keep her at a similar speed to the boat?
Yeah I was thinking about adding something to the waters surface to indicate there's some stuff in shallow water.

I've tried applying a push to Anne with various trigger mechanisms but couldn't get anything to function. no force would be applied to Anne or the game would crash. I tried messing with the friction values of whatever she walks on to see if it could be more "sticky" but that didn't help either. I did find the friction value handy in making sure the ship sank back end first, Titanic style. I added a trigger that drops a very scaled down barrel on the back of the ship. the barrel drop makes sure the back gets forced down a bit faster than the rest of the ship and having the friction of the barrel set to 0.000001 makes it slide off right away so it doesn't make the ship start doing barrel rolls or other wonky things.

Re: Revisiting the Emily and Modding

Posted: Wed Nov 22, 2023 3:08 pm
by Hilwo
Cool stuff :D Reminded me of the hot air balloon in TC-Isle taking off. Does that use any scripting you could use? I won't pretend to understand how it was done.
TheIdiot wrote:Maybe you could add some kind of visual indicator of something that the ship might hit, like a protruding reef or sandbar?
Or a Spinosaurus' sail? A guy can dream.

Re: Revisiting the Emily and Modding

Posted: Wed Nov 22, 2023 6:08 pm
by Draconisaurus
Looking great. Didn't realize velocity-set could do this.

Re: Revisiting the Emily and Modding

Posted: Wed Nov 22, 2023 6:17 pm
by TheIdiot
morningstarring wrote: Wed Nov 22, 2023 12:26 pm I've tried applying a push to Anne with various trigger mechanisms but couldn't get anything to function. no force would be applied to Anne or the game would crash. I tried messing with the friction values of whatever she walks on to see if it could be more "sticky" but that didn't help either.
Hmm. Have you looked at the trigger in JPDS that pushes Anne down in the muddy marsh area? I have no idea how that trigger works but it pulls her down every half-second or so when she steps on the mud TrnObj. It seems to be applying force to her in some way.
Hilwo wrote: Wed Nov 22, 2023 3:08 pm Or a Spinosaurus' sail? A guy can dream.
That's a fun idea. You could then even have a CAnimal spinosaur emerge from the water while the boat is sinking to add some drama. Unfortunately it would probably hit the boat hard enough to disrupt the sinking sequence.

Re: Revisiting the Emily and Modding

Posted: Wed Nov 22, 2023 9:15 pm
by morningstarring
TheIdiot wrote: Wed Nov 22, 2023 6:17 pm Hmm. Have you looked at the trigger in JPDS that pushes Anne down in the muddy marsh area? I have no idea how that trigger works but it pulls her down every half-second or so when she steps on the mud TrnObj. It seems to be applying force to her in some way.
ill have to look into it.

I think my trespasser file directory or something else needs cleaned up or reinstalled. I can't seem to get GeomAdd to work properly. when I try importing objects it erases the GRF file. its still in my data folder it just erased everything in it i guess. the file size goes to 0bytes. My save files aren't being routed to the right folder either. so I need to get my folders set up properly. I'm just wary of deleting stuff since its been a while since i've been modding. It took a while to get certain game settings working properly to begin with.

Re: Revisiting the Emily and Modding

Posted: Thu Nov 23, 2023 1:41 am
by Rebel
TheIdiot wrote: Tue Nov 21, 2023 6:27 pm This is all really interesting work, I think Rebel would find this extremely cool as well. Maybe you could add some kind of visual indicator of something that the ship might hit, like a protruding reef or sandbar?
I do. Love to see scripting pushed to its limits, particularly when it involves moving/ridable objects, working machinery etc.

Re: Revisiting the Emily and Modding

Posted: Thu Nov 23, 2023 5:27 am
by tatu
I think my trespasser file directory or something else needs cleaned up or reinstalled. I can't seem to get GeomAdd to work properly. when I try importing objects it erases the GRF file. its still in my data folder it just erased everything in it i guess. the file size goes to 0bytes. My save files aren't being routed to the right folder either. so I need to get my folders set up properly. I'm just wary of deleting stuff since its been a while since i've been modding. It took a while to get certain game settings working properly to begin with.
That is a weird issue. Make sure it is not in a write protected folder, like Program Files or the Documents folder. Better to have it something like C:/Tres :)