Im not dead...

Im not dead...

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

Moderator: Moderators

User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Im not dead...

Post by aGorm »

But you could be forgiven for making that mistack. However progress on a new map is finaly well underway, while I can post a shot of teh map, I can prove taht I am infact still doing stuff. Check my pimpin features....

Image

And you can expect me to reales this as soon as the next version of spring comes out.

In other words... the reason i cant give you an ingame screen shot is because someone broke spring and all features have inverted faces which obviolsy looks ... stupid.

aGorm
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

It's late and i have to go to bed soon, so i'll make it short.

You... are... awesome!!!

That is all.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I never got that map you tried to send, aGorm...
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Realy?? what not the second time either?!?! Well, it wont work at teh mo anyway cause of the inverted features bug. You'd get weird ass screen shots!!

aGorm
User avatar
Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Post by Michilus_nimbus »

But... what about the tree map?
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Spring cant handle the tree map properly yet... I wish it could but i just dont work quite right. Im trying to get zaphod to fix things up for me, but it will take time, so I'm working on somthing that will be releasable first. (The tree map is only good for screen shots at teh mo, which is why Warlord wants it)

aGorm
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Image

This Image, brought to you by Version 0.66b1... (so features show up...)

Not finished (I wanna place the features better...) but it shows the good progress i have made.

aGorm
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I was expecting big features I could hide behind, not tiny features that I won't even see. :cry:
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I wasn't.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Those maps remind me of those orange skinned celebrities you get nowadays.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

mmmm, I've never been that close to an orange skinned celebrity...
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

I was thinking of upping there size by about... well not quite double, but nearly. They will have dam weird collisions if i make them too big (wall are afterall, thin and long...)

Also... Im actuly on someelse comp at the moment and wooo, does it look orange. However its not calibrated corectly, so if everything looks to orange its because you havnt tuned up your monitor!

(maybe ill tone the orange down slightly though... :-) )

Was thinking of doing a couple of buildings to... (square shaped ones... hah, collision detection cant beat me that easily) and they will be much better for hiding behind.

aGorm
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Why cant you make the logn thin walls non-blockign so collision doesnt affect them, btu then add smaller features inside that have smaller collision spheres but no visible attributes, that way a long thign structure would ahve lots of smaller features inside it to provide a long thin collision zone.

Then all you need to do is rig it so that when the features go bang, the smaller features are destroyed by the larger one. Of course usign this method, you cant make these features reclaimable ebcause that would leave an invisible no go zone.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

The wall are indestuctable anyway. And non-reclamible. I guess I could do that but well have to see how it works if i do.

aGorm
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

aGorm wrote:They will have dam weird collisions if i make them too big (wall are afterall, thin and long...)
Spring uses the FOOOOOOOTPRIIIIIIIIINTS!!!!!


Exemple:
Inside the file "blabla_celebrity_wall.tdf"
[OrangeWall01]
{
world=All Worlds;
description=Ruin;
category=ruin;
object=orange_celebrity01,
footprintx=1;
footprintz=6;
height=15;


indestructible=1;
blocking=1;
hitdensity=100;
damage=2000;
}

Then you will have a 1x6 wall, no matter what is the model like.
User avatar
Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

zwzsg is going berzerk :lol: its not been said clear enought before that it uses footprints nowdays :wink: but now everyone sees red :P
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Hopefully , zwzsg is here to restore the Truth ;)
(hum,iirc they use the sphere AND the footprint to detect a collision, no?)

Really nice wall aGrom. I don't know why, but they make me think to ut2004.
Perhaps a bit small.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

and thus as zwzsg dealt down the killing blow to the unbelivers all knelt down and hailed him as their saviour
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

OH NO IT DOES F***ING NOT!!!

You think me, aGorm, would be lying to you? They do not use the footprint size, NO MATTER WHAT YOU SAY, I should know, becasue I've tested it out!

Anyway, I have teh final say becasue I can quote Zaphod himself:

Jelmer says:
zwzsg is wrong


PS, Jelmer is Zaphods MSN name....

aGorm
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Then again, if it's only about features, zwzsg is probably right, it simply marks the feature on the blocking map giving it "footprint" collision.
Sorry aGorm ;)
However weapon collisions are probably sphere... I'd have to look through a lot of code to be clear about it though...
Post Reply

Return to “Map Creation”