Completely unrelated.. but could i do glue to the ground weapons with that?knorke wrote:There are some maps with 0 speed terrain. For ex the middle mountain on http://springfiles.com/spring/spring-maps/hellspassMy first thought now was using there terrain with 0 move speed. But would path finding be smart enough to stop units before getting there or would they then be stuck indefinitely? Will have to try this...
An XTA arm_spider correctly refuses to climb that. I guess the stuck-factor is similiar to units getting stuck anywhere else?
Core Platform
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Re: Core Platform
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Re: Core Platform
With movectrl it does not matter whether there is anything to fall into. I assume that units are visible below void ground.qray wrote:Falling down for several seconds would be a problem as there is not so much down to fall into.Google_Frog wrote:Don't destroy units that fall into the void. Apply movectrl and accelerate them downwards for several seconds as if they have fallen off the platform. Then destroy them.
Anyway: it is only the last resort when people really by intent steer units down there. Normal pathing doesn't do it (at least in BA where I did several test runs with all terrain units over the whole map back and forth).
I am currently starting to learn how to script a visual effect (small flash) and sound. But it is a bit slow (high work load in RL).
Units may be thrown off quite commonly with impulse.
Re: Core Platform
Didn't know that this could work with movectrlGoogle_Frog wrote:With movectrl it does not matter whether there is anything to fall into. I assume that units are visible below void ground.
Units may be thrown off quite commonly with impulse.

Will definetly look into this. You're right: the falling effect would be much nicer (and realistic).
Will see what to do then with water damage. It will probably still be needed to keep airplanes from landing in void areas. Maybe just a very low damage value would work for both.
Re: Core Platform
Short update, so you know I haven't forgotten this map 
Finally, after too much RL business in the last weeks, I got around writing the widget that takes care of estrays in the voidground/water area (see also viewtopic.php?f=23&t=33228). Today the gadget got the final touches so it really works for all units and also reliably keeps stuff from being build there. Also, some visual fine tuning was done (I am slowly getting a bit understanding of the gl stuff).
Will probably post this as drop in package for other voidground/water maps later on after some more testing (and writing a readme).
Now, I will redo diffuse map and normal map again to get it symmetric (meaning here the metal tiles on the platforms). This is in preparation for the version with single metal spots. Also, there were some small errors in the normal map.
Hope this doesn't take again several weeks

Finally, after too much RL business in the last weeks, I got around writing the widget that takes care of estrays in the voidground/water area (see also viewtopic.php?f=23&t=33228). Today the gadget got the final touches so it really works for all units and also reliably keeps stuff from being build there. Also, some visual fine tuning was done (I am slowly getting a bit understanding of the gl stuff).
Will probably post this as drop in package for other voidground/water maps later on after some more testing (and writing a readme).
Now, I will redo diffuse map and normal map again to get it symmetric (meaning here the metal tiles on the platforms). This is in preparation for the version with single metal spots. Also, there were some small errors in the normal map.
Hope this doesn't take again several weeks

Re: Core Platform
From what I get, terrain type can only be controlled map square wise via Lua (via Spring.SetMapSquareTerrainType).PicassoCT wrote:Completely unrelated.. but could i do glue to the ground weapons with that?
But using MoveCtrl you should be able to achive this. Select all units in an area and either control their velocity directly (this is what I use) or use MoveType-Controlling functions (haven't tried them yet, but Spring.MoveCtrl.SetGroundMoveTypeData sounds like what you're looking for).
Re: Core Platform
Luckily, it didn't take me weeks 
V1.1 is now on springfiles
Changes:
@Anarchid: thanks again for the offer to do sth. for the metal spots. But since one of the initial ideas was to use for the design only what the map format offers, I decided to go with just modifying diffuse/specular in this case.

V1.1 is now on springfiles
Changes:
- Modified terrain map to keep (all terrain) units from wandering into the void
- Gadget that takes care of units that nevertheless manage to do so: they get thrown down and destroyed (more here)
- Tile texture on platforms now symmetric -> geovent placement symmentric (+new texture)
- New (nicer?!) minimap (more here)
- Partly new (fixed) normal map
- Fixed small errors in specular map
- Fixed small errors in mapinfo.lua
- Removed some unnecessary files
@Anarchid: thanks again for the offer to do sth. for the metal spots. But since one of the initial ideas was to use for the design only what the map format offers, I decided to go with just modifying diffuse/specular in this case.
Re: Core Platform
Updated to version 1.2 due to a small error in the splat detail map (*). Not sure if it was worth it, but perfectionism got the better of me
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(*) when I moved the geothermals I forgot to move also the patterns on the splat detail distribution
Finally came around to do an alternate version with metal spots instead of flat metal distribution on the platforms, as requested: link to springfiles (version number in sync with original map).

Took a while to try out several metal spot designs (several ideas didn't work out and just looked out of place). Current design was definetly not the first idea, but the one that won in the end and didn't strike me as too out of place.
Nevertheless, it still feels like a compromise (maybe just because my initial ideas didn't work out).
I changed the decoration color from red to blue and took a slightly different skybox so that "too-lazy-to-look-and-use-their-brain" players also notice which version is currently being played
. This version also has one more geothermal.

(*) when I moved the geothermals I forgot to move also the patterns on the splat detail distribution
Finally came around to do an alternate version with metal spots instead of flat metal distribution on the platforms, as requested: link to springfiles (version number in sync with original map).
Took a while to try out several metal spot designs (several ideas didn't work out and just looked out of place). Current design was definetly not the first idea, but the one that won in the end and didn't strike me as too out of place.
Nevertheless, it still feels like a compromise (maybe just because my initial ideas didn't work out).
I changed the decoration color from red to blue and took a slightly different skybox so that "too-lazy-to-look-and-use-their-brain" players also notice which version is currently being played

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