[WIP] Activators - moving collision shapes
Most of the doors had collision shapes moving with the animations already, but now activator physics is working as well. Also, previously it was not possible to move collision shapes attached to a child node of a moving node - e.g. the secret door at the Benirus Manor has stone blocks that are not directly attached to the animation controllers
There are some unresolved issues but this is still a decent milestone.
Many doors control path finding AI for NPCs and creatures. You can see the scripts working when the Oblivion citadel hall doors open (see the console logs).
Other Videos By cc9cii
2022-08-24 | [WIP] Loading Oblivion Save File (pt. 3a) |
2022-08-23 | [WIP] Loading Oblivion Save File (pt. 3) |
2022-08-19 | [WIP] Loading Oblivion Save File (pt. 2) |
2022-08-18 | [WIP] Loading Oblivion Save File |
2021-07-14 | [WIP] Water Levels |
2021-06-21 | [POC] Radiant AI - NPC schedule |
2021-06-11 | [WIP] ROAD record in Tamriel worldspace |
2021-01-10 | [WIP] Ragdoll for NPCs and Creatures |
2021-01-08 | [WIP] Ragdoll for skinned meshes |
2021-01-06 | [WIP] Ragdoll revisited |
2021-01-04 | [WIP] Activators - moving collision shapes |
2021-01-01 | [WIP] Activator sounds |
2020-12-31 | [WIP] Oblivion Scripts - Activators |
2020-12-19 | [WIP] Oblivion Scripting support - OnActivate and GameMode blocks |
2020-12-15 | [POC] Oblivion Script Support |
2020-06-19 | [WIP] FalloutNV in Linux build |
2020-06-19 | [WIP] Linux build progress |
2020-06-07 | [WIP] Dragon animation |
2020-06-07 | [WIP] Skyrim minor progress |
2020-06-06 | [POC] Skyrim animation experiments |
2020-06-05 | [POC] Morroblivion - some fixes |
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