info_gravity_direction or angle or something.
BigD
[OldF] Join Date: 2002-10-25 Member: 1596Members
<div class="IPBDescription">Think: Crashed ships resting at an angle on the ground.</div>Something I've always wanted to try when mapping was to make a ship "feel" crashed. That is to say, the whole thing is on an angle with tons of damage everywhere. (Honestly, you just freakin' crashed: how is it that you can play a game of pool still?)
The only thing that stopped me is I know my brain would explode trying to get vertices to snap to the grid. I have no experience with source, but I can't imagine it being much easier to keep everything at shallow angle. (I'm not talking about turning ns into Kreedz Climbing here...)
Well, I just got to thinking that perhaps why not build the map, nicely aligned to the grid like normal, and instead then give the marines all one short leg? So would it be possible in anyway to change which direction is up? Obviously, the comm view would have to move perpendicular to this angle as well.
Plus, just <a href="http://www.unknownworlds.com/forums/index.php?s=7670546400749093888&showtopic=87380&hl=bast" target="_blank">imagine the fun possibilties...</a>
I'm not talking about something dynamic and changing, this would be a value set by the mapper. Done well (with ramps that become "flat ground" in game for example) this effect could tremendously help the realism as well. It's not very often you play a game where everything is off kilter like that.
The only thing that stopped me is I know my brain would explode trying to get vertices to snap to the grid. I have no experience with source, but I can't imagine it being much easier to keep everything at shallow angle. (I'm not talking about turning ns into Kreedz Climbing here...)
Well, I just got to thinking that perhaps why not build the map, nicely aligned to the grid like normal, and instead then give the marines all one short leg? So would it be possible in anyway to change which direction is up? Obviously, the comm view would have to move perpendicular to this angle as well.
Plus, just <a href="http://www.unknownworlds.com/forums/index.php?s=7670546400749093888&showtopic=87380&hl=bast" target="_blank">imagine the fun possibilties...</a>
I'm not talking about something dynamic and changing, this would be a value set by the mapper. Done well (with ramps that become "flat ground" in game for example) this effect could tremendously help the realism as well. It's not very often you play a game where everything is off kilter like that.
Comments
there was a map in that old game starsiege tribes, that had a crashed ship in the middle of it - the whole ship was diagonal on 2 of its axis and while i thought it was really awesome, it was really difficult to move around not to mention made you feel sick and dizzy from your brain trying to figure out which was is up and down. Plus the controls sorta didn't work, as when you turn your mouse left to look left, it really felt like it moved down diagonally left or vice versa so it was just an annoying experience.
Try it yourself BigD just get a map of yours and rotate it and you'll see what i mean <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
now if you could actually walk on walls, and the view rotated that would be a different story - prey was really fun thanks to that gimick.
I just don't like the idea of "just rotating the map". Again, like I say, I don't know much about source, but I just can't see compiling it being very efficient that way. It would seem to me that more floating point calculations would cause the compiler to puke. (I likes me geometry using integers when it can!)
Is it hard to make a zero gravity map? Room? Outside hull?
The reason I ask is because it sure would be interesting to gameplay if you had to deal with an enemy under such circumstances.
and yeah, the slant would have to be minimal, otherwize it would cause headaches or motion sickness in some people. also if the slant is too high the map would become un-playable.
[youtube]DN1ENHRXyQU[/youtube]
Very cool.
<b>vote <!--coloro:green--><span style="color:green"><!--/coloro-->yes<!--colorc--></span><!--/colorc--></b>
A massive trigger_push (that covers your room/level) could easily be connected to a func_button and parented with a massive func_door (as high as your room/level) textured in a trigger texture so it is invisible and doesn't effect anyone. So basically when you press the func_button(or do what ever to trigger the button) the invisible door comes up and brings the trigger push with it, pushing everyone/thing in the room upwards for a moment, before they fall back down. Alternatively you could get rid of the func_door and just make the func_button turn on (Enable) the trigger_push, which you have to make fill your room and would just push people up a little further when they jumped, you could then set it so it stays on for X amount of time or make the button Disable the trigger again.
I don't think just tilting the level will work as it would mean you would have to go around changing all the doors again, which would be a pain in the neck if its a small angle, unless your level has no doors?
<u><b>Any way, does anyone else know how to do low gravity areas in a level? Or work the trigger_gravity properly?</b></u> Cause at the moment if I turn change the trigger_push so it pushes everything then light weight things like grenades go zooming up to the ceiling which makes me think this wouldn’t work properly on NS2 where there are many different classes, and presumably many different weights, meaning a skulk may fly up to the ceiling and a onos would just fall to the ground, ruining the effect. Unless I manage to make multiple trigger_push each one effecting a different classes; but that would be long and I imagine quite laggy, so it may have to be set up so it’s balanced between all the classes. Onos should fall down ( <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ) slowly but nothing should fly up in the air without jumping.
<b><u>EDIT: </u> OK I found a tutorial with trigger_gravity. Basically if you set it to 0.1 it will give you low gravity, if you set it to 0 it will just error and set it back to 1(gravity on). Originally I was setting it to -1 pushing the player upwards all the time. If you try making a low gravity level you will need to put trigger_push on all the walls so people will kick off them, else you just kinda slide down them. Don't set the push speed to high and don't bother with the floor. I had a lot of fun setting the gravity really low, like 0.001 and setting the push speed too high like 500, it's like playing human pinball. </b>
This still won't do a Prey style room. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />