Ns_fringe
Korhedron
Join Date: 2003-03-04 Member: 14301Members
<div class="IPBDescription">My map..... happy :P</div> I have just started this map and have no screenies for it yet, but do anyone know how to make low grav rooms. I thought of having someting like a controll computer that could be welded to cause low gravity in one part of the "ship"....?
Comments
But as many other things in there it does not work correctly yet.
Wait for 1.1
Try a trigger_push with "up"...
What would be really nice is if you could change the direction of gravity as well and have the player's orientation change accordingly. Then you could make, say, a halo shaped space station and be able to walk all the way around the outer wall. However, I don't think that would be possible with the way HL does collision detection.
What would be really nice is if you could change the direction of gravity as well and have the player's orientation change accordingly. Then you could make, say, a halo shaped space station and be able to walk all the way around the outer wall. However, I don't think that would be possible with the way HL does collision detection. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
If NS was on the Serious Engine...hehe. That would be pretty cool.
Yeah hehe.. I want to play some "Serious Selection". <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
B) Because he used another trick (text edited the .bsp/.map/.fgd).
c) This room does not exist.
Theres a big difference between low grav in one RR-part and toggleable gravity on large ingame parts of the map.
What would be really nice is if you could change the direction of gravity as well and have the player's orientation change accordingly. Then you could make, say, a halo shaped space station and be able to walk all the way around the outer wall. However, I don't think that would be possible with the way HL does collision detection. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If NS was on the Serious Engine...hehe. That would be pretty cool. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I wish they had used the Q3 Engine... *sigh*
Half-Life entity
description
The trigger_gravity entity lets you adjust the level of gravity up or down.
usage
The trigger_gravity must be walked through for its properties to take effect. The gravity value can be set to something between 0 and 1, with 1 being the default (normal) gravity setting.
The spawnflags properties allow you to restrict the effects of the gravity (on monsters, no clients, and pushables).
When making a room that is supposed to be low gravity, you should always use two trigger_gravity entities, one that sets the gravity to a low level, and one that sets it back to normal. In the below picture, the room on the left is the low gravity room, and the room on the right is the normal gravity.
.....So this wont work then (just found it on the Valve ERC site)
HL and HL mods are the most played online game out there. HL has more people playing on it than the next 5 online games put together. Stop being DUMB!
So what! it is about the content not the"prettyness" The reason (one of them, but not for me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) is that alot of people who play it do not have super-fast computers or even kinda-fast ones. No, they have an old celeron 533mhz with 64 megs of ram. Many new games do have better engines, allot better engines but they do dot have the huge following that HL has. Have you seen the results to the poll that the main NS page leads to. Yes the most popular game as of now is a mod to BF1942 but NS on the 4 year old HL engine is 2nd. Does that show you something. Everybody has HL it is why it probably was picked over the UT engine or Q3 or any other engine as a matter of fact. when there gets to be a game with such huge numbers of players as HL then I will not argue with you but untill then (in the year 3000) HL will be the best engine to mod for a multiplayer game.
Lesson:
Your whole level is a visible "hull" (the ReadyRoom is a second small hull) (hopefully without leaks).
The volume inside of this hull is divided into "leafes" , leafes are connected to each other by "leaf portals".
The more detail the Hull has the more leafes you get. most times the compiler creates leafes the worst way)
What vis now does is checking what leaf is visible from each leaf.
(This reates a huge vis-matrix that grows expolential by the number of leafes).
Ingame the engine draws EVERY face of EVERY leaf that is visible from the leaf you are standing in, no matter if you can really see it .
(HL has the worst backface chulling ever <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
r_speed = count of level-polygons "VISible" from your place in 180?
You can see what faces VISible for you with "gl_wireframe 2" (in opengl mode). this way you learn it quickly.
To make r_speeds lower:
- search tutorials for r_speed improvement
- run around with "gl_wireframe 2" and "r_speeds 1"
- less level detail, intelligent intersection of object (brush entities).
- less straight paths (its even unfair for aliens) , avoid places in your map were you can see much stuff at one.
- Remember, that any brush entity (openable doors ...) does NOT block vis, they get "used" like they are always open / not existing.
- instead of an "I" shaped path try an "Z" or "8" shaped path.
- stretch your textures larger than x1.
- search tutorials for the "HINT" and "SKIP" texture
Link to my map page with a layout, comments plz