can terrain be a script_mover?


(tsakali) #21

inside and outside of the balloon (due to the fact that it’s just a very simple 20-gon cilinder ) I get a solid 90 fps(my game is prolly capped at 90) and the zeppelin is actually a md3 with modelscale of 12, and some clip brushes so players wont fall through when walking on it(and in it)…I’m sure the frame rate will drop once I start adding details inside the balloon… but I don’t see any obvious framehit due to the size of the md3.

am I missing something here? something I am not anticipating in the developent’s future ?


(carnage) #22

With a building the size of 17.000 units… you are in such trouble. That s way too big… I already wonder what your BSP size and your FPS are, especially if you say u need such long view distance inside the zeppelin. You don’t see anything at that distance, not even with a scoped sniper I d say. Did you ever try out and put in black func_explosives teh size of a player to check on how big they are and can be hit or even seen when you run through the compiled map?

i would be more concerned that yo want the player to walk 17000 units to play the map. and on a large open map like the top of a zeplin there isnt realy much to keep the player hooked

i would say dont become obesed with realism when mapping. ET is not a realistic game and so making realistic map still wont feel realist no matter how hard you try and in the end will prob all go wrong with gameflow


(elliotbelt) #23

eeh you want the terain to look like its moving use a shader like eb suggested on my topic rotating things.
just use a shader that will make it look like its moving

dont ask me how i just say you to use it i to dont no a thing about shaders :disgust:


(sodsm live) #24

there’s nothing wrong with realism as long as it’s mostly on a cosmetic level(ie. decoration). when i finished the great pyramid it was beautiful but completely worthless as it was a faithful representation - passageways only one person could move down(think of the stargate map’s vents you have to creep along, now imagine them 10 times longer than they are in that map), small rooms that are really more like larger passageways, and some rooms with no exits other than the way you came. if i ever make it into a real ET map i will most likely have to gut the inside of the pyramid and completely fictionalize it’s interior. besides, egypt has been done to death and i’ve moved on to britain for some greater fiction.

tsakali, don’t let any of this get you down though. it’s a great idea and i can’t wait to play it when it’s ready. just remember, most people(that i play with at least) don’t like to run for 2 minutes just to end up dying after 1 or 2 gun fights and have to end up running a long distance again. if you must keep it large, make use of capturable/re-capturable spawnpoints that follow the action. but not to follow too close - you really shouldn’t ever be near enough to see another team with the spawn invulnerability shield displayed over their head, especially if you still have yours on. then again, if the action you need to get to is out of high-arcing rifle-nade shot then it may be a little too far.

for some eye candy it would be great to see some scripted aerial combat and dogfights if you have any plane models. even just seeing some explosions off in the distance or a smoking/flaming plane roar past your airship on it’s way to the ground. i realize this stuff is far off down the road at this point for you but it just popped in to my head.


(tsakali) #25

as a matter of fact I am going to be throwing out the window some realism for gameplay, for instance there will be action within the zeppelin’s ballon area, remember this is supposed to be a fictional axis secret weapon, heh, it will definately defy some physics.

for instance I will have walkways and corridors inside the ballon and prolly use a damage brush which deteriorates your health at a very small rate just to give the impression that hydrogen is not healthy to breathe for long periods of time, so you’ll eventually need to find your way in the main cabins or outside of the ballon.

and as for the top of the zeppelin I will definately add things to it to make it more interesting, hmm lets say some anti-aircraft machinegun bunker like areas etc.

as for the size of the zeppelin, it will not be a problem since it will be set up in a way the fuel dump is, meaning the game play will progress forward, from action between he backtail and the middle and then from the middle to the front end of the zeppelin where the main cabins will be.

heh I might sound confident but the truth is it will take alot of planning to make the gameplay interesting.

ps
sodsm live your atmospheric ideas are good and I will definately consider them, I defintely like the random explosions around the zeppelin :drink: