Walkable water includes 2 simple water tiles with walkable meshes. The original engine wouldn't allow you to place creatures on areas without walkmeshes. This was particually irritating when Sharks became available with the 1.67 release. Now with walkable water, you can place ghosts, sharks, sea turtles or even swimmers out in the ocean.
When combined with a crawl phenotype, it creates the appearance of a PC swimming. When additionally combined with Low Rider Sharks, it provides for more realistic fights on the surface of the water.
Despite the zip files size, the main 4 files are only 12K of text based tile models. (which compresses down to about 2K). The reason this zip is large is because it includes a spiffy demo showing some applications of the tiles and a sample hak to support the demo. In addition to the tiles, the hak includes:
* All incorporated haks were updated to 1.67 HOTU compatibility (appearance, phenotypes, set files, etc...). However, this hak was NOT tested against CEP.
DEMO UPDATE: Re-positioned some triggers and waypoints that were causing scripting bugs. Updated scripts to remember old phenotype incase you are playing with a fat PC.
Known Issues\Limitations: While walking on water is fine, the crawl pheno type is limited to basic thin PC playable races. If the PC is obese, has wings or is polymorphed (possessing familiar), you may see strange, unexpected behavior. These can be scripted around, but should be considered if incorporated into a module. (ex: Provide "walk on water" potion\ring if phenotype is obese or person has wings)
These tiles where originally designed for the City of Gold module due for release in in Sept\Oct of 2006.
Posted by Goudea at 2006-12-03 06:03:44 Voted 10.00 on 12/03/06
Very interresting use of my crawling phenotype !
By the way, I wanted to create swimming phenotype (in few month I think, after my exams :P ).
And I was just wondering at what height should be the phénotype, and where to find walkable water.
Oh, and sorry for the wings and tails, (and fat people). I did these animations for a futurist style module, (without wings and tails, and spells), and it is also my first attempt to use 3dsMax.
I am sure I will correct this in a few month, if you are patient enough ^^
WINGS AND WATER: The crawl phenotype that is used uses models that dont account for wings or even obese players. I should probably list this as a known issue. The good news is... if you have wings, why are you swimming anyway? ;) While untested, I can safely say that tails are probably lost as well (while swimming). You may want to contact the author of the crawl phenotype and see if you can get him to update for Epic HOTU models.
As for the wierdness when you approached the anchor, I dont know when you donwloaded yours, but I know the first 17 people got 1 where the JUMPTO way point was on an unwalkable portion of the ship. The game looked for the closest walkable area, and sometimes it wasn't alwats the ship. That should be fixed now. If you are uncertain, open it up in the toolset and look and see if there is a waypoint on the upper deck of the ship (versus the lower deck, where it should be).
Very nice - but a RDD character I used for testing lost her wings while swimming and the character went from swimming to running on a deep water after she swam to the anchor.
Posted by rawn_phoenix at 2006-07-20 08:57:27 Voted 10.00 on 07/20/06
AWESOME!
Good job!
Posted by mondego at 2006-07-20 01:12:43 Voted 10.00 on 07/20/06
Swim Animation stuck: I tried to fancy it up with some animations during the transition out of the water. My best guess is, playing animations at the same time you are changing phenotypes is probably a no-no. I will update the scripts today and see if that fixes it.
Posted by Narph at 2006-07-19 13:26:11 Voted 9.75 on 07/19/06
Almost perfect A couple times i got stuck in the swim animation on land
Posted by RivikOfFire at 2006-07-19 12:58:36 Voted 10.00 on 07/19/06
Sweet. Like it.
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