Author |
Message |
Baldwin
Lost Soul
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Monday, January 18, 2010
this is the planet what um working on I just need to fix the terrian and tryyy to get it in ZEQ2 *laughing out loud*
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Baldwin
Lost Soul
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Monday, January 18, 2010
so what do guys think??
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Syren
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Monday, January 18, 2010
It LOOKS good, but something tells me you're going to be disappointed when you find out there's no gravity on that planet and it's just a sphere on a map.
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Baldwin
Lost Soul
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Monday, January 18, 2010
so your suggesting???
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Syren
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Monday, January 18, 2010
I've read elsewhere on the forum that it's improbable to add a centered gravity without changing code within the game itself. Try turning this into a flat map. It looks good, but just can't be done like a planet.
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Baldwin
Lost Soul
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Monday, January 18, 2010
awwwww mennn huhhh okay can you help m e put it in ZEQ2? I now how to make the models but I don't know how to add it in ZEQ2 can you help me/
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Syren
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Monday, January 18, 2010
Unfortunately, I have no idea how to export maps in bsp format from 3ds max. Maybe someone else can help.
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Baldwin
Lost Soul
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Monday, January 18, 2010
awww wow uhhuh okay
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Buksna
Blaizing
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Tuesday, January 19, 2010
I think someone on this forum told about gravity...something about puting it in center....try to find it...you should search in map threads
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Alex
Al Knows
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Tuesday, January 19, 2010
Quake 3 has gravity hard coded to directly downwards, it's improbable to have "planet" levels without some MAJOR recoding work to achieve a dynamic multi-directional gravity environment, which is a bit complex.
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Zeth
The Admin
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Tuesday, January 19, 2010
Actually, the gravity vector is coded on a per-character basis in bg_pmove right now. It wouldn't be difficult at all to effect player gravity by calculating the "down" vector relative to a map-placed gravity point (provided you properly setup & parse the specialized map entity with the information).
Multiple gravity points are another story as far as implementation goes.
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TRL
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Tuesday, January 19, 2010
Aha so a king kai planet and a snake way with different gravities in the same map isn't probable. Too bad, it would make a great map for the Saiyan saga.
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Alex
Al Knows
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Tuesday, January 19, 2010
I was under the impression that gravity was affected on a global level on the server, not per character? at least my fiddling with wall walking code led me to believe that. Not only that but projectiles which aren't currently effected by gravity would need some sort of gravity affecting them in order to go around the world.
To get a single planet working correctly it certainly would be a fair amount of work, but having multiple planes of gravity (for example. jumping from snake way to Kai's planet) would be a lot of work. The only general purpose engine I've seen pull that sort of gravitational effect off properly has been the Serious Engine.
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Malek
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Wednesday, January 20, 2010
So I have to give up my project ?
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TRL
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Wednesday, January 20, 2010
Not if you plan to just add king kai's planet in the map.
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Buksna
Blaizing
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Wednesday, January 20, 2010
make a snake way map...and put that planet somewhere in the end of a map...I think that should do the trick....and if you fall down from snake way you die
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Zeth
The Admin
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Wednesday, January 20, 2010
I was under the impression that gravity was affected on a global level on the server, not per character? at least my fiddling with wall walking code led me to believe that. Not only that but projectiles which aren't currently effected by gravity would need some sort of gravity affecting them in order to go around the world.
Interesting. I was actually working with an implementation of wall-walking as well (a while back) to help Tenken with NND-lite and discovered the per-player gravity float that's used from the playerstate structure by the SlideMove functions. I actually ended up adjusting it to a full gravity vector (as it stands now in the internal build).
You are correct that projectiles effected by the natural effects of gravity would need to stay in atmosphere of a planet when fired straight. I've not looked at the weapon code concerning it, but this definitely would be more of an implementation feat.
However, map-based player gravity alone should be a snap.
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Alex
Al Knows
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Wednesday, January 20, 2010
Hmm, yeah, that does sound familiar. However, I'm certain StepMove was pretty much hardcoded in the way it handled stepping up/down and is where the bulk of my difficulties with the wall walking lay. That would definitely require a substantial rewrite for alternate gravity sources as it's currently the bare minimum calculations for determining whether there's a step and adjusting the player position accordingly in a gravity=down environment.
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