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.
Posted by Henesua at 2011-03-31 14:55:31 Voted 9.00 on 03/31/11
Very nice. The arrival/departure stuff would work best with the airship. It seems that it would be difficult to do the same with a sailing ship given that it can't just fly away up and out of sight, but actually needs to cross an area which could be of any size. _________________________ Vault Submissions | Arnheim | Beyond Vives
OTR - I'll take a look at that. That sounds like an interesting project to expand on.
So, they are OFF - the ships are up in the air ... you turn them ON, and the off-to-on animation brings them in, and the ON is just them stationary on the ground. Then turning them off again, kicks in the off-to-on, and you have that as a spline taking them back up into the air ... and around to the *start* position. Is that the general idea?
If I can figure out how to make all the happen slowly, with a ship pulling into dock, and an airship lowering to a raised dock - heck yeah - that would be a fun project to try. Can you adjust the speed along a spline .. as in ... is there a way to make it a variable speed ... like slowing down as you approach the dock? I should probably take any future questions to the BW boards ... thanks for more ideas! ( I think :) _________________________ Lysithea: Farsong designer at nwnlysithea.org
[aka Chrysoli on Bioware Forums]
Posted by electryc at 2011-03-30 11:25:59 Voted 9.50 on 03/30/11
Neat freek'n idea. Old Time Radio your tutorial im sure will spawn other neat idea's that have never been seen in a NWN PW, or module before.
Posted by lordofworms at 2011-03-29 16:22:46 Voted 9.50 on 03/29/11
Posted by lordofworms at 2011-03-29 15:56:21 Voted 9.50 on 03/29/11
This is an outstanding idea taken from the spline tutorial that goes to show that when other content creators share their 'knowledge' great things that maybe would never have happened, do.
this is really awesome for such a simple neat trick...
made my port city go from 'eh' to 'holy crap!
giving a 5 for work and 4.5 for implementation.
so a well deserved 9.5
Posted by Raven_Blood at 2011-03-28 18:09:49 Voted 10.00 on 03/28/11
Quote: "I have noticed an occasional model fade-out while it travels the spline path. I have not figured out the reason for this, and perhaps more knowledgeable folks can"
though im not very knowledgable on that subject, i do know what you are referring too...
i am having the same trouble with my airships, the way i fixed it was by making the object static in-toolset... but then that eliminates the models animation in-game so its a pro-con/ win-lose stuation really...
nice work btw, we need more animated objects for the community! ive been thinking about doiung flying birds, but... i didnt say aloud ;p