"Riding out the Storm" In MOHAA Spearhead?
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"Riding out the Storm" In MOHAA Spearhead?
This is probably a question for EA, but I will try you guys first. If anyone has ever played mission 5 in MOH Frontline, than you've probably played the level that takes place on Sturmgeist's armored train. In the level, the train appears to be moving along a never ending track, with the scenery passing by the train repeating. I was wondering if there was any way to do something like that in MOHAA. Obviously, it's imossible to make a strait track going on for miles with MOH radiant because of the grid limitations but I think I have an idea that could get around that. First of all, instead of the train moving over the ground, the ground will instead be moving under the train. Next, I'll make a strait section of track and scenery and then cut it up into about 5 different sections. All 5 sections will be moving under the train at the same speed. Once the train gets to the end of one section, the section in the back(this peice would be out of veiw because of the farplane)will move up to the front of the train and start moving to the back again. This effect would repeat for the other 5 sections. This should give th effect of a never ending track because as the train moves, scenery will keep getting put in front of it. All I need now is how to get these peices of scenery to move along the bottom of the train at a set speed, and then imediately move from the back of the train to the front and continue moving at the set speed to the back of the train again. If anyone has a better Idea of how to mimic the Level in frontline or how to get my idea working please respond.
One last question. For realism, I want each train wheel to spin. Is it possible to do this too? Would putting something like this in my script work?
turn_wheels:
$wheel time 1
$wheel rotatezdown 360
$wheel move
goto turn_wheels
end
Any solutions to get my level working would be greatly appreciated and would realy improve a new single player campaign that I am working on.
One last question. For realism, I want each train wheel to spin. Is it possible to do this too? Would putting something like this in my script work?
turn_wheels:
$wheel time 1
$wheel rotatezdown 360
$wheel move
goto turn_wheels
end
Any solutions to get my level working would be greatly appreciated and would realy improve a new single player campaign that I am working on.
You might be able to use a scrolling texture for the outside. For the wheels you can use a plain func_rotating door with "not players" checked and the key "rotatez" (or rotatey or rotatex) plus the value "xxx" where the xxx is the speed of the rotation. There are some old thread about getting stuff to rotate by using func_rotating door. (I'll find the link for ya later)
I agree with TheStorm: Use a scrolling texture for the landscape, this way is much easier and has the same effect!
Then, about the wheels, I'd think about using animated textures for them: You can use up to 8 frames of animation for a texture and this again would be easier to do than making them spin!
Then, about the wheels, I'd think about using animated textures for them: You can use up to 8 frames of animation for a texture and this again would be easier to do than making them spin!
If your train is a slow one, you might be right.
folllowing could be the shader for our wheels, though:
textures/wheel/wheel_01
{
qer_editorimage textures/wheel/wheel_01.tga
qer_keyword utility
surfaceparm metal
cull none
{
animmap 20 textures/wheel/wheel_01.tga textures/wheel/wheel_02.tga textures/wheel/wheel_03.tga... (up to 8 images and all in one line).
nextbundle
map $lightmap
}
}
folllowing could be the shader for our wheels, though:
textures/wheel/wheel_01
{
qer_editorimage textures/wheel/wheel_01.tga
qer_keyword utility
surfaceparm metal
cull none
{
animmap 20 textures/wheel/wheel_01.tga textures/wheel/wheel_02.tga textures/wheel/wheel_03.tga... (up to 8 images and all in one line).
nextbundle
map $lightmap
}
}
Scrolling textures are textures that scroll
Take a look at the water textures, they do scroll. S/th like the following might work (didn't test it):
textures/landscape/trees
{
qer_editorimage textures/landscape/trees.tga
qer_keyword natural
qer_keyword folliage
surfaceparm nonsolid
cull none
nopicmip
{
map textures/landscape/trees.tga
tcMod scroll 0 .25
nextbundle
map $lightmap
}
}
You could also make several of these landscape-textures (for mountains, buildings, trees bushes) and let them scroll with different speed (values behind tcMod scroll: x and y)
More important for realism would be a slightly rumbling train. The player should be shaken all the time.
Take a look at the water textures, they do scroll. S/th like the following might work (didn't test it):
textures/landscape/trees
{
qer_editorimage textures/landscape/trees.tga
qer_keyword natural
qer_keyword folliage
surfaceparm nonsolid
cull none
nopicmip
{
map textures/landscape/trees.tga
tcMod scroll 0 .25
nextbundle
map $lightmap
}
}
You could also make several of these landscape-textures (for mountains, buildings, trees bushes) and let them scroll with different speed (values behind tcMod scroll: x and y)
More important for realism would be a slightly rumbling train. The player should be shaken all the time.
I can send you my map 'Sub Attack', which is in the port of Brest, with lieutenant powell, and then after that is released we can make a start on Allied Assault Frontline?
Sub Attack is a fictional map, though, not from Frontline
If any of that makes sense
Sub Attack is a fictional map, though, not from Frontline
If any of that makes sense
PFC.Butch
B Company, 2nd Ranger Battalion
US Army
B Company, 2nd Ranger Battalion
US Army