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"Riding out the Storm" In MOHAA Spearhead?

Posted: Sat Mar 15, 2003 11:09 pm
by matt_moh
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.

Posted: Sat Mar 15, 2003 11:32 pm
by TheStorm
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)

Posted: Sat Mar 15, 2003 11:46 pm
by wacko
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!

Posted: Sat Mar 15, 2003 11:51 pm
by matt_moh
Thanks for the reply, but I don't think I want to use a single texture for the outside. I want it to be made up of brushes, terrain, and tree entities.
Could I name all the objects the same targetname and then use the script to get them moving? I'll try the idea for the door.

Posted: Sun Mar 16, 2003 1:05 am
by wacko
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
}
}

Posted: Sun Mar 16, 2003 1:27 am
by matt_moh
Ok, I'm fine with the wheels. I'll try both the door idea and the animated textures and see which one works best. Right now though, I want to concentrate an how to get the train moving. What's a scrolling texture and how are they used?

Posted: Sun Mar 16, 2003 10:42 am
by wacko
Scrolling textures are textures that scroll :wink:
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.

Posted: Sun Mar 16, 2003 11:24 am
by Butch
hey, matt, I was playing frontline just now and was thinking the same thing. I want to make the Market Garden levels, so do you want to make a frontline allied assault project, as the PC players are really missing out

Posted: Sun Mar 16, 2003 12:15 pm
by mohaa_rox
Wish I had ps2.

*mohaa_rox wishes for ps2.

Posted: Sun Mar 16, 2003 12:29 pm
by Butch
well, if i send you the maps, do you want to script them?
btw, my docks map is nearly finished if you want to script it

Posted: Sun Mar 16, 2003 1:36 pm
by mohaa_rox
Who?

*mohaa_rox points at others and himself.

Who?

Posted: Sun Mar 16, 2003 1:52 pm
by Butch
who?
you?
woohoo?

Rox, you

Posted: Sun Mar 16, 2003 1:57 pm
by mohaa_rox
Ok, when can we start? :wink:

Posted: Sun Mar 16, 2003 2:04 pm
by Butch
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

Posted: Sun Mar 16, 2003 2:08 pm
by mohaa_rox
Cool. What is it about?