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Posted: Wed Mar 16, 2005 10:16 am
by wacko
bdbodger wrote:You can also try turning the physics on as well

local.x = randomint( 100)
local.y = randomint(100)
local.z = randomint(50)

local.velocity = ( local.x local.y local.z )
$tw_1 physics_on
$tw_1 physics_velocity (local.velocity)

you will have to play with the numbers JV says that velocity is the change in origin x y and z times 20 over 1 game frame so a change in x of 10 units over 1 game frame is 200 when use with velocity this will make it look a bit like the wind is blowing it and it should bounce when it hits the ground.
Sorry for asking stupid questions, but how would this look in script? Would there have to be a move command? Would this be additionally to the waypoint stuff? :shock: :oops:
Btw, so far, I made the weed bounce by giving it an off center origin

Posted: Wed Mar 16, 2005 3:24 pm
by jv_map
Not to spoil the fun but scripting numerous objects to fly around in a map constantly will cause some lag. So you might want to consider using a client side effect (an emitter) instead... using very large random offsets you can spawn your weeds pretty much anywhere around the map.

Posted: Wed Mar 16, 2005 3:53 pm
by wacko
jv_map wrote:Not to spoil the fun ...
hehe, sometimes its hard to remember that the map is for playing and not for mapping or is it vice versa? But yes, I was very concerned about the weeds impact on performance and wouldn't have done them in the map if they would have made it too slow.
Using emitters though I can't imagine... Emitters like smoke? How could I tell them to bounce and roll through the streets?? The "pretty much anywhere" is surely not what I need. But maybe I completely misunderstand u. Is there somewhere an example of what u're talking about that could explain your idea?

Posted: Wed Mar 16, 2005 7:12 pm
by lizardkid
i personally was imagining 1 or 2 in a few minutes, not constant weeds.

by clientside would be best. i jsut don't know how.

Posted: Wed Mar 16, 2005 11:29 pm
by wacko
lizardkid wrote:i personally was imagining 1 or 2 in a few minutes, not constant weeds.
yes for sure. rather one in 5 minutes than 5 in one minute, and this might not be that bad for the performance ...
looks quite funny, btw, these bouncing tumbleweeds 8-)

Posted: Thu Mar 17, 2005 12:06 pm
by Rookie One.pl
I think I could script an emitter for that. I'd just need an .skd model.

Posted: Thu Mar 17, 2005 2:05 pm
by wacko
Rookie One wrote:I think I could script an emitter for that. I'd just need an .skd model.
good to know, but let's wait how big their impact is. I got my tumbleweed ready and I'll put it in the map these days

sorry

Posted: Thu Mar 17, 2005 4:27 pm
by tltrude
Sorry I caused you so much more work, but I think it will really make the map special.

To create a new emitter, you just have to modify a tik--a smoke one will do. To spawn the new emitter (t_weed.tik) clientside, you would need a "global" script that would be added to the pk3, I think, along with the new tik, model files, shader, and textures.

I lived in New Mexico for two years, and saw a lot of tumble weeds. They only move when they dry out, so there are always a few that are still rooted to the ground. They are not all the same size, but a big one can be 3-4 feet across. Fences collect them like a fishing net and, although they look like fun, they hurt when you get hit by one in a high wind. They can also scratch the paint on your car.

Dust storms were common in New Mexico. The sky turned brown for days. You could add a brown farplane to help with FPS. Here is a movie of a dust storm with tumble weeds. http://www.weru.ksu.edu/vids/dust002.mpg

A Joshua Tree
Image

Posted: Fri Mar 18, 2005 3:57 am
by hogleg
Thats really nice looking!
great attention to detail like that carpet on the cot curling over the edge :shock:
nice work....
R u gonna have western skins and weapons?

*sry, just saw it :oops: *

Posted: Sun Mar 20, 2005 8:54 am
by wacko
hogleg wrote:R u gonna have western skins and weapons?
:cry: i was searching now for several hourse in the web for something decent i could use. didn't find anything :(
on the other hand, I'm really no guns specialist and therefore i dont even know the name of weapons that could fit, so there might be some!?
Anybody can give me a link or want to join and do the skinning/modelling?

Posted: Sun Mar 20, 2005 2:29 pm
by panTera
This looks like fun. It reminded me of a RtcW-modification I once stumbled across. http://www.the-wildwest.co.uk/ Maybe they have some things/ideas you could use.

Posted: Sun Mar 20, 2005 2:44 pm
by Rookie One.pl
I'd be very glad to model something if I only had been able to export my LR3D stuff... :(

Posted: Sun Mar 20, 2005 2:49 pm
by wacko
panTera wrote:It reminded me of a RtcW-modification I once stumbled across. http://www.the-wildwest.co.uk/ Maybe they have some things/ideas you could use.
Well, yes, I must confess, I saw this one but 155Mb is beyond my possibilities. Maybe I can get it later this week when I have access to DSL :? Until then, I will try to import the original RtCW models...

Posted: Sun Mar 20, 2005 2:54 pm
by wacko
Rookie One wrote:I'd be very glad to model something if I only had been able to export my LR3D stuff... :(
Even player models? Actually, some new hats and textures ought to be fine...
LR3D... Couldn't we import these files into Milkshape and from there straight into Mohaa? And there's a MOH plugin for LightRay3D. Doesn'T it work?

Posted: Sun Mar 20, 2005 3:07 pm
by Rookie One.pl
My LR3D is unregistered. Unregistered = no exporting. :( And I can't afford it. :cry: