Proof of Concept map work Set in Laos

Started by nubishdubishbone, August 25, 2010, 06:26:40 PM

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nubishdubishbone

#105
my map will include everything in the packages that i use so feel free to rip through them and build another map. BTW wasn't that hard prior knowledge of particles helps but only shaves a day or so off the time to learn it. Don't give up ;)

all i can say is: Yep, MT and EMV will give cool visuals and are neccessary at times, and spies have their night vision and thermal, all of which will look pretty good with the heightFog and Foliage in the darkness.
thanks for the positive comments, if there's anything lacking pls let me know.

Quote from: Farley4Fan on August 26, 2010, 02:14:08 AM
I'd kind of like to hide in the bushes as a spy.  So just making them shake a little bit when the spy collides with the bush would be fine enough.  It wouldn't need to be as complex as say the foliage in Crysis or anything

If the spy stays in the bush, and then moves while in the bush, make it shake again.  It would be a cool effect to see (especially as a merc trying to find a spy moving through the bushes).  Maybe you could change the effects if the spy is in slow mode.  Maybe it wouldn't shake as hard if the spy is moving in slow mode and maybe it wouldn't ping the mercs sound reticle.

i messed with the properties of the interp actors, specifically damping, stiffness and max force, overall if you just run thru full speed you will shake the interpActors a bit, and if you choose to hide in one, it may tip if you are near it's roots, until it reaches the point where your weight will stop pushing force on it and in a second or so damp out and stop. leaves alot of options but demands there be a grace period where you are not seen while doing any of the above, if you are seen, chances are the Merc will notice a bush bristling around.
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Farley4Fan

You should show a little demo of the foliage interaction.  Sounds great.  ;)

nubishdubishbone

already in the tech demo: http://www.24-game.org/Limerick/Laos_TechDemo_PS_media/...

in that you can see how i step on the shrub and it tips only as far as i walk on it, briefly shakes then comes to a stop, so if you get caught somewhere you can be patient and it will stop shaking and resume waving in the wind... this has been refined so that if you storm through a group of bushes then it will leave a longer effect on the shaking.
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Farley4Fan

Oh cool.  Didn't see that vid.  Kind of hard to see in first person but I see the gist of it.  That's a lotta coke btw haha

nubishdubishbone

#109
yes, the background is that whatever the substance is (it is just a game sprite after all), the operation of harvesting and processing it is funding terrorist factions and they are supplying them with intel broadcast from their base... ShadowNet is sent in well before a buy as a sting operation to disable all of their power and comms, destroy their product, and take out the plane that is used to smuggle the product into the endcountry .

The rain now fluctuates after a brief delay at the beginning, if anyone knows how to disable delay without dropping the time for delay (it shut off my emitters), i would love to know, thanks... got it.

can you toggle a spotlightMoveable? need to do that in order for lazers and obj to shut them down, temporarily and permanently, respectively.

also my emitters, i added a collision module and tweaked it, they still go through blocking volumes, i am missing somethign here.
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nubishdubishbone

#110
hey i know you dev's are busy but an aligator model would be crazy nice, i can make one however im rusty and i thik it hampers my tasks i already have alot on my plate so if you want, and slightly tesselated, even animated if you like, model for use in my map... rarely, it will chase you down and you can shoot it, torchlight and tase to disable, and it gives ~35% damage per second of feasting lol.

i can limit it's paths to onlyaroud the river cuz the natives trained it to be starving lol.
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tigaer

Quote from: nubishdubishbone on September 03, 2010, 03:50:04 PM
hey i know you dev's are busy but an aligator model would be crazy nice, i can make one however im rusty and i thik it hampers my tasks i already have alot on my plate so if you want, and slightly tesselated, even animated if you like, model for use in my map... rarely, it will chase you down and you can shoot it, torchlight and tase to disable, and it gives ~35% damage per second of feasting lol.

i can limit it's paths to onlyaroud the river cuz the natives trained it to be starving lol.

No way, I'm just gonna outright say it... horrible idea. You think you have a lot on your plate?

Oh lawd...

nubishdubishbone

#112
the point was that i could take 3 weeks making it whereas a modeler could take up the job and finsih in a couple days.

was not saying i  have more glory than anyone else... but after the characters, the spy and merc equipment and security, what are the modelers doing? i was just asking, y'know?

oh as if the point was not clear... i model low-poly only, where a tesselated alligator needs subdivision, i never used it so my models look like crap in subdivision until i learn how, but with all the mapping work its hard to find time, not whining, just fact.

so you saying Mappers on this team don't use any (yes i just used italics and if wasn;t straight i;'d feel gay) modeleing help while mapping? that's kind of absurd as if you have no modeling help it can more than double your mapping time, shit i'd have all 3 zones at least configured by now. my plate runneth over my friend.
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B1nArY_001

#113
Quote from: nubishdubishbone on September 03, 2010, 04:50:39 PMwas not saying i  have more glory than anyone else... but after the characters, the spy and merc equipment and security, what are the modelers doing? i was just asking, y'know?

Who do you think is making the hundreds of props that populate the maps?

We are quite busy. I can't speak for anyone else but I generally put in 4-6 hours on a weekday and 8-12 hours on saturdays and sundays. I think you're on your own with the Aligator  ;)

tigaer

#114
^^^ not being hateful, just sayin, these guys have a shit ton of stuff to model at the moment, take this time to further your modeling skills by trying to do it yourself. Self improvement never hurts.

And also, I was saying that the alligator in general is a terrible idea. Having something that kills a player, other than another player, is a terrible, terrible idea and should be raped countless times and thrown in a ditch. Map is pretty good so far, don't ruin it with a cliche beast that attacks players in the swamp when they aren't paying attention; or when they're probably looking out for Mercs as they sneak along.

@Binary
Dude, I wish I had 6 hours in my day to do stuff for PS and even personal stuff. I work 5 days a week, 11 hours a day. It's really taking a toll because of the work I have to do. :(
(srs)

Farley4Fan

iirc they make modelers do little test modelling.  Maybe the next applicant could model an alligator for his test.  2 birds with one stone.

You could use the alligator to prevent people from going down the river.  A good natural blockade would be an alligator.


frvge

Alligator = random attack/damage = leads to messed up strategies = frustrated players.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Farley4Fan

Not if you literally can't get to the alligator.  I wouldn't feel like there was a forcefield of some kind if I run into an invisible wall in front of an alligator.  I'll just feel like my spy naturally stops because there's a freaking alligator there.   :D  Perfect map barrier.  Actually, every map should just remove all its brick walls and stuff - there's a new barrier in town - an alligator.

nubishdubishbone

#118
well it was inventive eh?

i was off my arse sry for posting that rubbish. currently finished the ground work for zone 2 and working on zone 3, while optimizing and balancing.
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tigaer

And you call yourselves competitive players, and vets...  

Ooooookayyyyyy. ::)