Things That are Despratly Needed (IMHO)
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Things That are Despratly Needed (IMHO)
Ok, that sounds a bit big headed i know, but there are a few minor things that i think would realy be helpfull for map makers. We now have just about everything we need to do anythinng, but there are just 1 or two gripes left.
1) I need to make a feature thats always upright. On units you can use upright=1 right? can we make it so it works on features to (by putting it in the ".tdf"...)
2) Can we make it so you can force an object to render, no matter how far away it is?? Currently I have some featurs and there just turning into squares with the height of the feature and its footprints width, but it looks stupid. There so big taht theres no way they should fad to that. Just needs another tag added into the ".tdf" like alwayrenedr=1 or somthing.
3) finaly, I cant seem to make features indestructabe and non-reclamiable (despite the reclamible=0 tag) is there a bug or somthing. And having an Invincible = 1 tag would be nice.
Much thanks if anyone can do this, it will mean way better maps can be made!
aGorm
1) I need to make a feature thats always upright. On units you can use upright=1 right? can we make it so it works on features to (by putting it in the ".tdf"...)
2) Can we make it so you can force an object to render, no matter how far away it is?? Currently I have some featurs and there just turning into squares with the height of the feature and its footprints width, but it looks stupid. There so big taht theres no way they should fad to that. Just needs another tag added into the ".tdf" like alwayrenedr=1 or somthing.
3) finaly, I cant seem to make features indestructabe and non-reclamiable (despite the reclamible=0 tag) is there a bug or somthing. And having an Invincible = 1 tag would be nice.
Much thanks if anyone can do this, it will mean way better maps can be made!
aGorm
1) Yes, let us make upright and non-upright features! Or make all features stand upright, I'm not sure where would non upright features would be needed.
2) Would it be possible to scale the rendering distance according to the size of the feature 3do?
3) The TA tag for an indestrutible feature (ex: metal deposit, thermal vent), is:
indestructible=1;
Follow the traditional TA names!
But in TA,
flamable=0;
reclaimable=0;
hitdensity=0;
also makes a feature immune to any kind of destruction (save maybe creating a new feature over, but I don't think Spring has any problem with surimposed features, so...)
2) Would it be possible to scale the rendering distance according to the size of the feature 3do?
3) The TA tag for an indestrutible feature (ex: metal deposit, thermal vent), is:
indestructible=1;
Follow the traditional TA names!
But in TA,
flamable=0;
reclaimable=0;
hitdensity=0;
also makes a feature immune to any kind of destruction (save maybe creating a new feature over, but I don't think Spring has any problem with surimposed features, so...)
zwzsg, I cant tell you how much I lo... oh wait thats maybe the wrong word...
You rule dude!
On non-features... Rock features maybe? Objects that would lye on the ground (like the pipes on metal maps) would also need to be able to fit to teh terrain perhaps, ootherwise you'd have to do a differnt model for each garient and direction... I'm sure if you removed it some people would complain!!!
Thanks for your support, gives way move validity to my statments and thanks for the heads up on indestructable (I'm a lame unit maker....)
aGorm
You rule dude!
On non-features... Rock features maybe? Objects that would lye on the ground (like the pipes on metal maps) would also need to be able to fit to teh terrain perhaps, ootherwise you'd have to do a differnt model for each garient and direction... I'm sure if you removed it some people would complain!!!
Thanks for your support, gives way move validity to my statments and thanks for the heads up on indestructable (I'm a lame unit maker....)
aGorm
I think features have different colliosion detection...If you try KuroTA's huge walls and use the commander's d-gun in first person you can shoot just past them from any angle...I wish it were the same for buildings.SinbadEV wrote:because then pathing calculations would cause out computers to spontaneousely combust or something... and because features still have collision spheres
It would also been neat if features could explode like a weapon when they are destroyed...
Just 1 final request, tahst not as important, but would be VERY valuble.
Let the features have more than just teh base as the moddel. Why? I here you cry when you can just export the whiole thing and import it again a just one moddel? Well, first, it will make the transition to scriped features easyer, but manlie because that way you can set it up so as when you enter a peice of moddel, insted of teh whole thing dissapering, only the bit your in does.
IE:
You have a tree, with a top and a trunk, if you go into the overhead view the tops will be in the way, but as your cammera is withing the collision boundry of the tree top it will disapear, but still leave the trunk so you know were it is!!! Genious I tell you!!
aGorm
(Hope the SY's can do this... dont you?)
Let the features have more than just teh base as the moddel. Why? I here you cry when you can just export the whiole thing and import it again a just one moddel? Well, first, it will make the transition to scriped features easyer, but manlie because that way you can set it up so as when you enter a peice of moddel, insted of teh whole thing dissapering, only the bit your in does.
IE:
You have a tree, with a top and a trunk, if you go into the overhead view the tops will be in the way, but as your cammera is withing the collision boundry of the tree top it will disapear, but still leave the trunk so you know were it is!!! Genious I tell you!!
aGorm
(Hope the SY's can do this... dont you?)
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
aGorm, regarding the tree map; half the point is that you are forcing players to zoom down close to the map, because they can't see enough from the higher view points.
Play some of the Gaul battles in "Rome: Total War" to see what innovative and immersive gameplay this creates (even though it may sound like a hassle; its easily worth it).
Also, aGorm, see if you can attach the "play sound" tag, which has recently been activated through the TA:Kingdoms stuff, to work on features. That way you can get your trees to emit rustling and animal noises...
Play some of the Gaul battles in "Rome: Total War" to see what innovative and immersive gameplay this creates (even though it may sound like a hassle; its easily worth it).
Also, aGorm, see if you can attach the "play sound" tag, which has recently been activated through the TA:Kingdoms stuff, to work on features. That way you can get your trees to emit rustling and animal noises...
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I think feature maps should be able to place untis aswell as features, that way you just assign them to a GAIA player and hey presto you've got features with scripts, and you can make traps and wildlife with them that way etc, much easier than recoding scripting itnerfaces for features when you can use units.
Also, corpses placed as features cant be resurrected! ahk!
Also, corpses placed as features cant be resurrected! ahk!
Re: Things That are Despratly Needed (IMHO)
I tried:aGorm wrote:3) finaly, I cant seem to make features indestructabe and non-reclamiable (despite the reclamible=0 tag) is there a bug or somthing. And having an Invincible = 1 tag would be nice.
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indestructible=1;
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hitdensity=0;
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featuredead=SameNameAsTheFeature;
Also I tried:
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reclaimable=0;
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featurereclamate=SameNameAsTheFeature;
So yes, someone please code us support for the feature tag indestructible=1; and reclaimable=0;
And it isn't as important, but I'd like Spring to handle well features that when killed or reclaimed becomes themselves. Or features relationship that loop back. The EnerTree concept appeals much to me.
Zsinj. He was referencing the play-sound operator, which is only available in unit scripts. I was reminding Zsinj that features don't have scripts.aGorm wrote:Who was that to gnome?? Me or Warload? If to me... I never actully said they did.
Ambient sounds would be cool, but not realy nessacery, I'm makin the best looking map, not the best sounding.![]()
Think I shall try PMin SJ, to see how annoying i can be.
aGorm
Of course, he should have already know this since he just finished footprint work with features in SWTA. Then again, this is the same guy who forgets that he took off his shirt and hides food from himself so he won't eat it quickly but then totally forgets about it, so I shouldn't be surprised

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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I have one that needs to be added(and it shouldn't be too hard-Your'e gona like this one aGorm
). Make it so that when you create the type map that it displays a specified detail texture for just that terrain type.
So here it is: Have the smd file have a tag for DetailTex=name.bmp for each terrain type you make, not just for the entire map. Then have it disturbuted by the Typemap on the map. So were each type of terrain is, the specified detail texture will be shown.
For example:
SJ, could you please include this in the next release please! 

So here it is: Have the smd file have a tag for DetailTex=name.bmp for each terrain type you make, not just for the entire map. Then have it disturbuted by the Typemap on the map. So were each type of terrain is, the specified detail texture will be shown.
For example:
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[TERRAINTYPE0]
{
name=default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
DetailTex=name.bmp <-insert this here for each terrain type, instead of for the entire map.
}
