Feature Request Skyshape

Feature Request Skyshape

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Feature Request Skyshape

Post by PicassoCT »

Hi i need a strange Kind of Feature,

it should be modelled like a flattened half-sphere and should be textured with

this Texture:
Image

that has this Alpha:
Image

The Feature should Collisionwise be very small, the collision placed in the Center and very high above the Surface of the Map. (so that the feature only gets visibible when zoomed out)

The Feature is needed in two Sizes one Time 40x40 and the second Time 20x20.. Thx for anyone doing it..

The Intention is to make popping up clouds of atmoshpere
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

Will the amount of clouds be relacioned with the atmosfere density?
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PicassoCT
Journeywar Developer & Mapper
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Post by PicassoCT »

Imagine me grabbing into my hair, starting to disturb it into diffrent directions and having no answers.. if somebody makes this - no. If somebody makes this Extremely Good (with Multiple Layers of Clouds).. Maybee.

Somebody... or lets just call for L-Mann - Lathan come and save the Day :D
manored
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Post by manored »

Lets just put atmosfere density 0 on all maps so if someone asks why this game doesnt have cute clouds we say "Its because those planets have too tiny atmosfere). :-)
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rattle
Damned Developer
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Post by rattle »

You know there's only 1 bit translucency, i.e. either texture or not.
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PicassoCT
Journeywar Developer & Mapper
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Post by PicassoCT »

Thats the Spirit - Dirty Work arounds and the DirtyworkAround-Reason, together in a Thread.. ;) We will pull it off - just lets think of the most dirty work around possible...


We could take a wreck, that spits out particles, that creat the Clouds... and then a direct simulation of a climatic crises when the CPU starts to melt ;)
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rattle
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Post by rattle »

Wrecks as in features can't have scripts so they can't spawn any particles either.
manored
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Post by manored »

rattle wrote:Wrecks as in features can't have scripts so they can't spawn any particles either.
How about a feature that haves no mass (cannnot be colided against) and changes its apareance very sloly? :-) (Im not sure if it is possible but I think yes). May features be unable to fly, we can make it a invisible pilar... :-)
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rattle
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Post by rattle »

Err what? Features are static models...
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

I know, i was just suggesting the most complicated dirty work around ever! 0
manored
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Post by manored »

rattle wrote:Err what? Features are static models...
You cant make a feature apareance change over time? (like shining a bit for example) I tough you could...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

For a model to actively change it needs to be told what todo. This requires a script.

The problem is only units have scripts, and as such only units and particles can be made to change over time or animate. The only form of animation a feature can have is the falling tree animation spring uses for features defined as stompable aka the default trees, and the burning feature effect, which leads to the features death. Features can also be animated by defining their death explosion but as you can see this isnt an option for this case as you'd need the player to fire at the feature and then the effect would be over after a few seconds.
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yuritch
Spring 1944 Developer
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Post by yuritch »

I seem to remember unit corpses having several different "stages" based on damage received and linked in a chain by TDF tags. So, if the last stage links back to the first, we'll have a feature that infinitely cycles through several models while taking damage.
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aGorm
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Post by aGorm »

So what your suggesting is that the map warns people to shoot at the sky to triger it moving.... insted of playing the dam game?

Riggghhttt....

There is no work around, apart from teh static clouds that PicassoCT is suggesting, thast as far as it goes, and even then, its 1 bit alpha and would look rubish... So why bother? Insted find someone to code somthing usefull into teh engin so it can be done.

aGorm
manored
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Post by manored »

yuritch wrote:I seem to remember unit corpses having several different "stages" based on damage received and linked in a chain by TDF tags. So, if the last stage links back to the first, we'll have a feature that infinitely cycles through several models while taking damage.
The commander wreck haves two stages in Ba: First he is commander wreck with 2500m and possible to ressurect, after some damage he becomes commander debris with 1250m and impossible to ressurect.
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