Infestation Technique...

WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
edited October 2003 in Mapping Forum
<div class="IPBDescription">Fleshy flaps provide cover AND ambiance!</div> Watch as I make this rectangle SCARY! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

"In this picture, there are four skulks and a lerk. None of them can be seen."

Comments

  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Just think how awesome it would look if I'd done this to a REAL hallway. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited October 2003
    "C'mere, tasty humans... we Kharra don't adapt our environment to suit our needs, remember? It's perfectly safe... *growl*"
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    hmm, nice! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Say, I just realized something... these flaps are made from little triangles. That means I can scale the texture down to 60% or so and get more detailed-looking infestation textures without increasing the number of faces at all. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Go me.
  • DecimatorDecimator Join Date: 2002-11-10 Member: 8057Members
    Now why didn't I think of that.... Maybe I can incorporate it into my broken ceiling panels. Assuming you don't mind me using your idea of course.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    i think he posted for us to adapt into our maps

    also, how is that for r_speeds? lowers them> I might use this for my new hive in 2wad

    amckern
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    That's pretty sexeh... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    <!--QuoteBegin--amckern+Oct 30 2003, 04:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Oct 30 2003, 04:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think he posted for us to adapt into our maps

    also, how is that for r_speeds? lowers them> I might use this for my new hive in 2wad

    amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It depends on how you use them, of course. If you make them block the view between two doors, it will lower r_speeds. If you put them all over the inside of your hive room, it will raise r_speeds. It only takes 8 triangles each to draw them, though, so if your r_speeds are already acceptable, it should be fine.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--WarpZone+Oct 30 2003, 06:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WarpZone @ Oct 30 2003, 06:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--amckern+Oct 30 2003, 04:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Oct 30 2003, 04:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think he posted for us to adapt into our maps

    also, how is that for r_speeds? lowers them> I might use this for my new hive in 2wad

    amckern <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It depends on how you use them, of course. If you make them block the view between two doors, it will lower r_speeds. If you put them all over the inside of your hive room, it will raise r_speeds. It only takes 8 triangles each to draw them, though, so if your r_speeds are already acceptable, it should be fine. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Sexc, I am so using that!

    ~ DarkATi
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    now you just need to get them to pulse or move or something. Figure out how to get them to slowly move back and forth (like a heartbeat or something) and it will manage to own more than it does.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    use the animted texure set found in mix wad (?) I use it for watter, and its very good - i don't know wad names, cuase i use all_ns_tex.wad (with porn)

    amckern
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    edited October 2003
    iirc, an entity (ie: func_wall or door) wont lower rpseeds. With VIS they dont block the distance. Im not overly knowledgable in this area, but im sure theres someone who is, someone who can provide some more indepth (and accurate ;p) information...

    but if they are solid poly-brushes, then it will probably only increase the rspeeds due to the, cutting the floors and walls up a damn lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Reese+Oct 30 2003, 10:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Oct 30 2003, 10:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> now you just need to get them to pulse or move or something. Figure out how to get them to slowly move back and forth (like a heartbeat or something) and it will manage to own more than it does. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Func_Train.

    ~ DarkATi
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Trojan+Oct 31 2003, 01:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trojan @ Oct 31 2003, 01:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> iirc, an entity (ie: func_wall or door) wont lower rpseeds. With VIS they dont block the distance. Im not overly knowledgable in this area, but im sure theres someone who is, someone who can provide some more indepth (and accurate ;p) information...

    but if they are solid poly-brushes, then it will probably only increase the rspeeds due to the, cutting the floors and walls up a damn lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Make all walls that these "flaps" touch Func_Walls, no more chopping of the walls!

    ~ DarkATi
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    <!--QuoteBegin--DarkATi+Oct 31 2003, 12:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Oct 31 2003, 12:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Trojan+Oct 31 2003, 01:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trojan @ Oct 31 2003, 01:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> iirc, an entity (ie: func_wall or door) wont lower rpseeds. With VIS they dont block the distance. Im not overly knowledgable in this area, but im sure theres someone who is, someone who can provide some more indepth (and accurate ;p) information...

    but if they are solid poly-brushes, then it will probably only increase the rspeeds due to the, cutting the floors and walls up a damn lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Make all walls that these "flaps" touch Func_Walls, no more chopping of the walls!

    ~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ehm... not quite. Turning the walls the flaps touch into func_walls kinda defeats the purpose of making the flaps vis blocking. Not to mention the fact that it'll make your map leak.
    Besides, even if the flaps are solid worldbrushes, they won't help vis much because they don't obscure all that much.
    Making them func_wall (and the unseen faces NULL textured) will probably hurt your r_speeds least, but you'd miss out on the shadows. Of course you can use the zhlt_lightflags for that, but that seriously increases compile times.

    Perhaps it's best to make them not entirely opaque and solid, using a func_illusionary and some of the { alien textures.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited October 2003
    Look, it was never my intention to suggest that adding these freakin' flaps would lower r_speeds. All I said was that they'ed provide some interesting detail and cover at a cost of only 8 polies apiece (plus subdivisions on the floor and wall, so maybe it's more like 12 or so,) and that I found that the pieces were so small, I could scale down the texture without wasting any extra polies.

    The only way they'ed lower r_speeds is by vis blocking, and in that case, you're looking at splitting the floor up from one polygon into 3-5 polys, and saving <i>a couple hundred</i> of polies because you can't see <i>an entire section of the map</i> anymore. But even that will only work in those rare instances where your flaps together completely block the view. Not likely to happen in a straight hallway.

    If you want to make them pulse or animate, there are a couple things you can do. If you make a duplicate infestation texture and name it laser_infest in the wad file, that will do something interesting when you put it on a world brush. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> You could also save the texture as a BMP, port it into milkshape, and create a model that will flex and stretch in the game! Awesome! Except... it won't block gunfire.

    There is no need to start a ridiculous and lengthy debate over whether or not adding flaps to your map's infested areas is <i>efficient</i> or not. I'm just saying, it <i>looks cool</i> and it <i>enhances combat.</i> Use them sparingly in areas near hives where you can afford the etxra detail and where you want gurellia-style cover.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    edited October 2003
    <!--QuoteBegin--WarpZone+Oct 30 2003, 01:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WarpZone @ Oct 30 2003, 01:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Watch as I make this rectangle SCARY!  <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    "In this picture, there are four skulks and a lerk.  None of them can be seen." <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    O.M.G. LMAO!

    Nice effect, better quote!
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