Alien mapping notes.

MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">Limitations.</div>I'm keeping this short and <s>sweet</s> sour.

As everyone should know, the level 1 alien (Bob) is able to climb walls, and sit on ceilings. There is a small problem concerning this, due to the way halflife determins the brightness of a model. It takes the brightness setting by looking at the floor directly below it, meaning that if your ceiling is in darkness, but your floor is brightly lit, an alien sitting on the ceiling will also be brightly lit. This, of course, poses a problem. It might only be a temporary problem as it could be that Flay finds a way to take the brightness from the wall the alien is attached to, but for the mean time, be cautioned that dark ceilings and bright floors aren't a good mix.

In various places of Hera, I have pipes/girders running along the ceiling but leaving a 64 unit gap or so above them, so aliens can run along them without being seen, and having the correct light level applied to them. This of course also means the pipe has to be made a func_seethrough (Unless its not a large obtrusion), but that shouldn't be a problem.

Assume this limitation to be temporary, but take caution.

Secondly,
The level 5 alien is a large creature, which means that it can only travel through large corridors. I suggest you try and at the least have a direct route between all 3 hive rooms which is large enough for the level 5 to pass through. Also bear in mind, though, that marines must have at least a 30 second walk between the hives. (unless they have jetpacks/welder, which can be used to open up / take alternative routes, if you do so wish to implement such a strategy in your map.)

I hope this information doesn't affect anyones maps so far. Just a word of caution <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->



<!--EDIT|Merkaba|Feb. 08 2002,19:26-->

Comments

  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    Oh POOP I cant believe it, I guess I should of tested it before basing most of the alien cover on this concept <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->. I alway thought it went to the nearest vertex to find lighting. Maybe flya(sorry Ive forgoten how its spelt - you should have a nice simple name like me <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> ). perhaps there is some way of putting in a putting in a flour under dark areas that has dosenot clip or render? I dont think there is assuming that the engine only checks the light level of world geometry and not entity. Oh well.
    As for the level 5 with my current layout it would take him about 2 minutes at normal player speed from 1 to 3, hes got to go through what should be marine territory though.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Great post, Merks.  I will be adding this info to the mapping guidelines.

    Sorry guys, but I don't think I'll be fixing this in the near future, so see what you can do design-wise.  If it's a huge problem, I could remove ceiling running if I have to, or look more carefully at the problem.  Right now though, we have our hands full with other stuff.



    <!--EDIT|Flayra|Feb. 08 2002,13:17-->
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    Just a thought - I <b>think</b> in single-player Half-Life, the barnacles (things with the long tongues, hang from the ceiling, blah) take their lighting brightness from the ceiling. Whether it's possible to switch between floor and ceiling lighting is possible, I don't know - and there could be a harsh jump even if it was...
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Good point that...could you do us a facour and test it out? I don't have WC set up to map for HL at all, and I'm not even certain i have the .fdg file anymore.
  • RadeonRadeon Join Date: 2002-01-31 Member: 140Members
    The fgd for Half-Life comes with Wordcraft... Unless u removed it from the WC folder...
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    Problem solved perhaps - I doubt that this is hard coded in to the graphics engine.
    This barnicle is clearly getting the light map from the ceiling or something close to it.
    <img src="http://www.mumuland.co.uk/ns/map/ns_jewel/clight/cube40034.jpg" border="0"><img src="http://www.mumuland.co.uk/ns/map/ns_jewel/clight/cube40035.jpg" border="0">
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    pev->effects = EF_INVLIGHT;
    // take light from the ceiling
    It looks like its a special engine effect <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> so where pretty lucky - but it means bright flours and ceilings with dark walls are still a no-no <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> as if anyone would design their map like that(goes of to cry)
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Nice work, Mu.  I'll add that flag for the level 1 when he's running on the walls!
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    HEHE I think every time bob or the glider stop moving you should check thier distance from the ceiling and the flour and us which ever is closest - but then there's a good reason why none of the mods I started ever got finnished <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    Flayra your a god.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    If it's possible, then would it would be best to have it orientate to the nearest face? When its wall climbing, this would no doubt be the face its attached to.
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    Yeah, but what about the flyer? That isnt attatched to a face...

    How does HL handle flying creatures? Nearest face?
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    Hum Merkaba and UnCritical - The lighting of models is handled by the game engine of Half-Life; the part which is an enhanced version of the quake2 engine so we have no control over what it can and carn't do only valve can change that.
    The special effects for rendering models are set by an 8bit flag of which EF_INVLIGHT defines a bit, there is no bit to set so the model will be lite to the nearest face <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->

    This may be all wrong I haven't tested anything.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    This all sounds very disturbing, i hope you figure it out guys, me not want 2 lose wallclimbing bob or flyer.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    It sounds to me as though having the model lighting restricted to floor/ceiling is not only odd but very ambiguous. Define 'ceiling' - it could be at a 45 degree angle to the floor, or even a 80 degree angle...I assume what it really means is that the model draws a tracer either straight up or straight down, and whichever face it hits is the one that it takes its lighting from.

    The tricky part for the alien code would be to determin which direction to take the lighting from, at which point. The Barnicles in HL are only ever on the ceiling, so they only ever need their lighting from above.
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    Okay done my own little test with a room with an unlit floor a red lit wall and a lightly lit ceiling. i hung a barnicle on the celing and then made a trigger_camera to target the player. went into noclip mode and took a few pics.
    Pic on shows that the barnilce is lit using the lightmap from the ceiling, but the player is still using the floor lightmap.
    The second pic shows what happens when the origin point of the player passes through (or touches) the ceiling, it becomes lit by the cilings light map.
    I tried this effect on the red-lit wall, but it didnt work (pic3)
    So it seems that the HL engine only works with floor and ceiling light maps, and the player always uses the lightmap of the floor, until its origin point touches the ceiling.

    I also noticed that when placing a barnicle (im sure im spelling that wrong) in worldcraft its origin point was at the top of the entity, whereas usually its in the center.

    Maybe for level 1 aliens you could have the origin point at its feet (if its even possible to move player OP's) but im not sure how you are making the model appear upside down, if your uing a player animation, then you shouldnt have a problem, but if your using the engine to flip the model then you might have problems.
    And about the wall climbing, i dont ahve a clue :??? sorry.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Great work clarifying that issue UnCriticial. I hope this gets sorted out otherwise glowbobs are going to a common sight in my map.

    --Scythe--
    the_only_scythe@yahoo.co.uk
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Nice clarifications everyone.  I don't think this will be a big problem.  The wall-crawler will use regular (floor) lighting unless he's wall-running, in which case he'll use the ceiling lighting.  If that looks bad, he could just use the floor lighting at all times.  If THAT looks bad, we're pretty much out of luck.  I'm not going to remove wall-running just because he's not light correctly, and this stuff is deep in the engine and not a trivial amount of work to get around.  

    If it is a big issue later though, the problem can surely be revisited.  I have a feeling no one will notice anything looks odd when it's 10 on 10 and everyone is interested in playing the game. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • JaciusJacius Join Date: 2002-01-25 Member: 43Members
    Yeah, you'll be more concerned with saving your hide than pointing out that Bob is lit weirdly <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Mapper should still keep this in the back/middle of their minds when designing/lighting a map. If you dont do things that are too weird, it should be ok.

    Its a shame how the ENTIRE model of the barnacle is lit when you #### a flashlight on it -- including its tongue which hangs down over 20 feet in some cases. Good thing Bob doesnt have any weird appendages like that <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> he should look just fine.

    -Jacius
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Looky there....I have the top 4 posts replied to last...wow....Amazing.  Also, on the topic, Big dude will be runnin around my base in the few 4 square wide halls tha I got....2 big dudes...heck...3! could fit next to eachother...Scary thought 'eh?
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