4 Questions
Grendel
All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
<div class="IPBDescription">Can you answer them?</div> First question: Is it possible with Source (or any other engine (Q3, BF1942, Torque etc.)) to create a building that has walls that take variable damage to destroy.
Second question: Is it possible for the above building to be set to collapse on the destruction of a set number of walls? (e.g. Any 2 walls of the four are destroyed and the whole building collapses).
Third question: If the above structure is possible, roughly how many structures or shack/shed size could you have on a map before it stopped working/being playable.
Fourth question: Does anyone have experience mapping for Tribes 2?
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Second question: Is it possible for the above building to be set to collapse on the destruction of a set number of walls? (e.g. Any 2 walls of the four are destroyed and the whole building collapses).
Third question: If the above structure is possible, roughly how many structures or shack/shed size could you have on a map before it stopped working/being playable.
Fourth question: Does anyone have experience mapping for Tribes 2?
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Comments
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I don't have much experience from other engines, but I believe that it's possible in Source and HL1. However, I'm not sure what you're asking. I mean, you could just create a bunch of func_breakables of varying strength. Would you want this thing to be "dynamic", so you could remove the whole thing, or move it, or create new ones? If so, it might be harder. AFAIK, it would probably still be possible - however I think the best way would be to use models and code (like creating an entity for the whole thing, and then making seperate models for each breakable part).
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Uh, probably. If you had the seperate models, you could probably make them respond to physics once some specified parts have been deleted. Again, you'd probably need some coding.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Third question: If the above structure is possible, roughly how many structures or shack/shed size could you have on a map before it stopped working/being playable.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I guess it depends. I'm sure if you really felt the need to, you could stick up to perhaps 50 of them in a big room. However, that'd be assuming there aren't many other entities that require alot from the server. This is all speculation of course, as it really is hard to tell. I'd say, on a normal map, you wouldn't want more than 10 of these.
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Not me.
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Second question: Is it possible for the above building to be set to collapse on the destruction of a set number of walls? (e.g. Any 2 walls of the four are destroyed and the whole building collapses).
Third question: If the above structure is possible, roughly how many structures or shack/shed size could you have on a map before it stopped working/being playable.
Fourth question: Does anyone have experience mapping for Tribes 2?
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First question: Is it possible with Source (or any other engine (Q3, BF1942, Torque etc.)) to create a building that has walls that take variable damage to destroy.
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In HL you can simply create func_breakables. That would not be dynamic but at least give the optical effect you want. If you ever played "The Specialists" mod you have probably seen a lot of walls and other stuff break; that's all func_breakables. I have no idea how those things work in source (if you want to buy me a copy of HL2, you're welcome ^^), but I think it could work like this, too... probably better.
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Second question: Is it possible for the above building to be set to collapse on the destruction of a set number of walls? (e.g. Any 2 walls of the four are destroyed and the whole building collapses).
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I theory this could work in HL. You can have the func_breakables trigger relays, multisources and so on in order to trigger the collapse. Collanpsing itself could be done with more breakables (that will only break when triggert by the "collapse" trigger), func_trains that move parts of the builds (simulating them falling down) and so on. However that would 1) look pretty bad because there is no physics involved 2) look pretty bad because entities tend to make lighting kind of problematic sometimes and 3) use loads of entities.
Again, I can't really tell how this would work in an engine that has some good physics system.
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Third question: If the above structure is possible, roughly how many structures or shack/shed size could you have on a map before it stopped working/being playable.
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In HL1 a single structure like the one I made up above could be too muhc if you want to play multiplayer. Just look at NS... the entitie limits in the mapping guidelines are there for a reason.
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Fourth question: Does anyone have experience mapping for Tribes 2?
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I played around with the T2 editor back the days when I played that game almost every day. It's not that hard to use but it's not as flexible as editors for HL/Quake, Unreal and so on. It's quite easy to create a playable T2 map. Creating a good looking T2 map just takes some time working out the details.
Sorry, Gren, as you see I lack knowledge about Source and other up-to-date engines. No money for those games atm <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> Hope, I could help you at least a bit anyway.
/Hyper