Your problems are solved!!! |
by L. Tempris
on 08/01/2008 20:24, 52 messages, last message: 08/19/2009 19:08, 15619 views, last view: 12/09/2021 01:08, closed on 08/20/2009 10:07 |
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Heres how this goes. Once we solve a problem then we go to the next one. OK. Here is my idea:
People of Sauerbraten have asked about molding glass. I have figured out how to do so.
If we could make a cube transparent
then we could texture it blue
then mold it and give that texture a reflectiveness
then it would be just like glass but molded!
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#26: Re: Vehicles? |
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by tman_elite
on 08/03/2008 23:12, refers to #25
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While I agree with this and do not think that vehicles should be added to sauerbraten, there is the possibility of vehicles such as tanks that slow you down and give you advanced firepower. And levels can always be created to incorporate new gameplay features.
However, I think that vehicles simply don't work well for this kind of fast-paced game. Turrets could be a good idea, provided that they are used well and not overpowered or underpowered. They could be helpful for making certain game types more tactical, like turrets placed for defensive purposes in CTF or capture.
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#27: Re: Vehicles? |
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by scanf
on 08/03/2008 23:27, refers to #26
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I'd agree that the current game play is too fast for vehicles. However a game mode could be created specifically slowing down the game play so vehicles would be useful.
Anyway there are tons of possibilities for vehicles. They could be made into another project, be added to an existing one like BF. Or you could totally make a different racing game from them.
Like I said I could create a turret ent. from my vehicles project. If anyone wants to contribute models for this then let me know. Otherwise there is no point in me doing it.
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#28: Re: Vehicles? |
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by Captain_Ahab
on 08/03/2008 23:30, refers to #26
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while vehicles might not be useful in sauerbraten, they would be good in eisenstern.
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#29: Re: Vehicles? |
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by Captain_Ahab
on 08/03/2008 23:30, refers to #26
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while vehicles might not be useful in sauerbraten, they would be good in eisenstern.
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#30: ..... |
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by L. Tempris
on 08/04/2008 00:15
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still working on the glass project. I have an idea be back soon!
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#31: Turret |
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by fhdjksconorfhdjks
on 08/04/2008 01:45
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I just implemented an auto turret in Sauerbraten, I did what acord said in (another?) thread.
I have a problem though, the turret goes away when firing.
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#32: Re: Turret |
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by scanf
on 08/04/2008 03:33, refers to #31
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does the model have an animation for the state ANIM_SHOOT ... just a thought.
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#33: Re: Turret |
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by fhdjksconorfhdjks
on 08/04/2008 05:27, refers to #32
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it does not, and I assumed this was the problem. Is there any way to turn off it's animations?
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#34: Message censored by administrator |
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by {Qs}Homicidal
on 08/04/2008 05:31
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#35: Re: Turret |
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by scanf
on 08/04/2008 05:49, refers to #33
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turn off I guess by modifying the renderclient function .. this one is for monsters ... You could try removing the m.monsterstate==M_ATTACKING ? -ANIM_SHOOT : 0 operator from it.
renderclient(&m, monstertypes[m.mtype].mdlname, vwep, m.monsterstate==M_ATTACKING ? -ANIM_SHOOT : 0, 300, m.lastaction, m.lastpain);
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#36: Re: .. |
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by scanf
on 08/04/2008 05:52, refers to #34
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Homicidal ...
I still got a lot of work to do on my vehicle mod. But once I'm happy with it I'll release the source code. Hopefully It will make it into SB.
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#37: Glass again |
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by L. Tempris
on 08/04/2008 23:19
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I cant believe it, but I have forgotten the code to make glass transparent. What is it?
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#38: Re: Turret |
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by SheeEttin
on 08/05/2008 15:07, refers to #35
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Or he could just set the animation to, say, a frame of doing nothing (i.e. the normal model).
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#39: Models |
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by me539
on 08/09/2008 01:08
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I'd like to be able to rotate a model on any axis. It's strange that this hasn't been implemented yet.
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#40: Re: Models |
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by scanf
on 08/09/2008 04:41, refers to #39
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Do you mean the MD2/3/5 or in code? All the stuff is in the code to do it. Or you can use the mdlyaw,mdlpitch and mdlspin in the md2/3/5.cfg
Let me know specifically what your trying to do and I'll try and help.
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#41: Re: Models |
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by SheeEttin
on 08/09/2008 04:55, refers to #40
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Currently, you can only rotate the model around the vertical axis (in-game). He wants to expand that to the other two dimensions.
Before anyone changes anything in there, though, It'd probably be a good idea to implement a mdlroll, so we can rotate the model around all three axes.
I'd like the ability to rotate the model around all its axes in-game as well, but there's the problem of not having enough ent attributes.
Simple solution: Split off the trigger part of the entity into a "trigger" entity, and have make the mapmodel entity inert.
Eh, that'd break just about all SP maps released to date, though... Hmm.
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#42: Re: Models |
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by Captain_Ahab
on 08/09/2008 05:12, refers to #41
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take the 'yaw' attribute and split it into yaw:pitch:roll:scale in much the same fashion as red:green:blue:alpha
there would be 0-255 steps for each axis of rotation instead of 360 degrees, but it shouldn't be hard to scale that.
if yaw is the lower 8 bits, then 0-255 would be yaw and older maps won't be broken too badly
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#43: Re: Models |
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by SheeEttin
on 08/09/2008 05:44, refers to #42
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Hmm... That:
- is totally counter-intuitive
- will totally not make sense with the scaling, and
- just might work.
The 360 -> 255 scaling will be completely mind-boggling. (Keep in mind, model rotation is snapped to fifteen-degree increments.) It'll totally screw with the R+wheel rotation, as well.
Actually... Hmm. I'd have to work out the math, but it might work... I guess if people stick to R+wheel, it should work fine... Manually setting the rotation will be hell (maybe a /deg2hex and /hex2deg or something?).
Actually, since it's snapped to increments, we could just make each thing (don't know the name, one of 0xAABBCC) on a scale of 1-23... but there I go breaking backwards-compatibility again. :(
Bleh... I need sleep. Tomorrow I have a map to plan out.
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#44: Re: Models |
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by Captain_Ahab
on 08/09/2008 06:22, refers to #43
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setting rotation via menu would be snap...just like setting light color
scaling, I just tossed in there...in 32 bits, no sense letting 8 of them go to waste, eh?
shift-'x', 'shift'-y, 'shift'-z plus mouse-wheel as binds to appropriate scripting, perhaps? Shifted keys don't get used much, so they wouldn't interfere with in-game control
does opengl have to use degrees? or can you assign a scaling number as if converting to rads or something
like pi/128 instead of pi/180 to convert to rads...
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#45: Re: Models |
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by Quin
on 08/10/2008 02:39, refers to #41
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Heh heh, BF recently enabled the fifth entity attribute already hidden within maps. I also did the yaw/pitch/roll stuff for mapmodels, and our entities have been separated for quite a while (in future, you will link trigger ents to mapmodels for executed triggers).
It's not too hard to add certain checks in the code to detect an older map an import it to the new style, it's done quite alot (but not quite to the degree I have had to in BF to support both formats). For example, BF does not use teledest entities, you link teleports and can only travel along them in the directions outlined by their linkages (id's and triggers are too complicated for something that could be so simple in my opinion there).
No idea why Sauer limits to those kind of increments either, I uncapped it and rearranged the attrs to make it "mapmodel idx yaw pitch roll" (absence of the trigger attrs help).
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