Regarding Final Frontier and Maps - Page 4

Regarding Final Frontier and Maps

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

We seriously need a feature system to allow both walking on features AND building on features; Having huge 'Static Mesh' (For those familiar with UT) bridges would be great. On top of that, what about the old topic of spherical terrain....?

*Quickly ducks out of a rotten mango's path*


...



*puts on flame-proof suit*
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

GrOuNd_ZeRo wrote:We need tags that make certain colors on the texture map invisible so we can have platforms and asteroids we can build on :)
Isn't that the new «void» tag added to the type map? Makes the map transparent in those areas?
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

If that's the case, we can make space maps quite easilly...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

The new tag makes the entire terrain transparent from the looks of it.

If you're talking about the other voiding then you would be talking about the same feature TA had for mapmaking which is a pathfinding tool. Eitherway I suggest someone create a map that's black and try to draw an asteroid in the middle and post a screenshot of it, all above water, you'll see why it still wouldnt work if we could make parts of the map transparent, it would only work for tall blockish platforms, and even then would create unexplainable camera movement with height differences.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

we need a way to model the bottom part of the map too so we can have 3D asteroids, or at least a way to mirror image the asteroid's top on the bottom.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

The only quick fix would be water reflections which puts us back at square one.

I'd have to say that programming support for building on features is the best option, maybe combined with giving features a metal value should we want to build mines or create HW2 harvester type resourcers for any other mods or addition races.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

making features be objects would be the best... you could even make whole maps be 1 feature then... yay! actuall 3D maps!!!
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

And nightmarish pathfinding problems ouch!
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

Someone was going to have to recode pathfinding anyways...
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

SinbadEV wrote:making features be objects would be the best... you could even make whole maps be 1 feature then... yay! actuall 3D maps!!!
I thought features were compleatly ignored by pathfinding... IOW: you can't make things walk on features, no matter how flat and soft you make your features...
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

No, features have a simple tag which designates them as blocking or non-blocking. That's why you can roll over the little scrap metal, but not over full corpses. There is no in-between, though.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

but... imagin... if there where!

But till then i suppose i will play Homeworld again
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Gnome wrote:No, features have a simple tag which designates them as blocking or non-blocking. That's why you can roll over the little scrap metal, but not over full corpses. There is no in-between, though.
Do they acctually roll over? or just clip through?
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

clip I believe
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