Page 1 of 1
Feature Request Skyshape
Posted: 25 Jan 2007, 11:28
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:
that has this Alpha:
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
Posted: 25 Jan 2007, 13:47
by manored
Will the amount of clouds be relacioned with the atmosfere density?
Posted: 25 Jan 2007, 14:05
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
Posted: 25 Jan 2007, 16:39
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).

Posted: 25 Jan 2007, 17:22
by rattle
You know there's only 1 bit translucency, i.e. either texture or not.
Posted: 25 Jan 2007, 19:09
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

Posted: 25 Jan 2007, 19:19
by rattle
Wrecks as in features can't have scripts so they can't spawn any particles either.
Posted: 25 Jan 2007, 20:00
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...

Posted: 25 Jan 2007, 22:23
by rattle
Err what? Features are static models...
Posted: 25 Jan 2007, 22:40
by PicassoCT
I know, i was just suggesting the most complicated dirty work around ever! 0
Posted: 26 Jan 2007, 01:06
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...
Posted: 26 Jan 2007, 01:35
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.
Posted: 26 Jan 2007, 07:30
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.
Posted: 26 Jan 2007, 10:15
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
Posted: 26 Jan 2007, 14:58
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.