Jv's ropebridge

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wacko
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Jv's ropebridge

Post by wacko »

errrm, this topic had started in http://dynamic4.gamespy.com/~map/mohaa/ ... 1911#71911

here's what I did to Jv's ropebridge so far. Imho, it's quite usable in 'real' maps.

Problems:
The script is still calculating additional ropes and drawing them as invisible func_beams. Stopping this might improve ther fps...

There's a repeating error in the console, saying the step models have lightmap and are rendered twice.

Jumping on the bridge ends in ducking position and u can't stand up anymore.
echo_rancid
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Post by echo_rancid »

Wow :shock:, I just saw this and the other thread...this is amazing. Must have taken some serious time to do this. I tryed to hold onto the bridge as I cut the one side loose and it fell but I cratered...:?...tried to pull an Indiana Jones :P. Again Jv simiply amazing, wonder whats going to be next...maybe you could work on bullet time for MoH :wink:.
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Elgan
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Post by Elgan »

bullet time is easy its just u wont ever being seing any bullets unles u spawn and shoot them.
lizardkid
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Post by lizardkid »

bullet time is not possible i dont think, the line algorithm used for MoH is hardcoded right into it. one of the bullet class features itself... i dont think it's possible to override this.
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Elgan
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Post by Elgan »

u cud spawn a bullet from the gun tag and send it flying, and slow down time
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At0miC
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Post by At0miC »

there are no 'digital' bullets, and remember the tracers in singleplayer are just animations.
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wacko
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Post by wacko »

Mj, if u see this!
It's not just ur threads which are hijacked!! :evil: :P
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Post by Elgan »

i ws juts thinin we is going off the topic.

bullet time cud be done if u spawned the shell bullet and fired it form the gun- though the ugn dont always point where u si pointing. then slow time down and add some cool effects and sorted
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Deutsche Dogge
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Post by Deutsche Dogge »

Hey JV, nice job on the bridge. Wacko, I'll make sure to have a look at the bin for this bridge. :wink:
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Cheetohs
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Post by Cheetohs »

Im truelly sorry to post off-topic wacko.. but concerning bullet-time....

I rigged a cheesy way to do Bullet Time for flash intro purposes with a buddy:

-Start a Free For All game...
-turn fraps on
-scope in on Targets head (who's head is at same level as yours!...if he's crouched, ur crouched, if he's standing your standing... you must be on the SAME level!)
-wait a couple seconds.
-stop Fraps
-Have target just sit still and prevent himself from going into spectator or going nuts from sitting still...
-You switch to spectator, dont move your view at all, it should be in same exact spot as you were before you scoped in... now...
-turn fraps on
-press forward key, your spectator view should be going straight for where you were aiming before.. right in between his eyes.
-stop fraps.

Now, at this point you could have done a variety of different things.. timed it so when the camera just reaches his head he dies (kills himself via console), or.... you can stop fraps.. reposition your spectator view somewhere else as if it were a security camera or 3rd party camera.. turn fraps on, have him type kill in console....
Or any other way that oyu can think of...

now go into movie maker and combine the 2-4 movie sections you recorderd... trim them up so they fit nice and neat, and walaa.. you have a pretty cool looking 'bullet time' recording :lol:

----

Another 'cheesy' bullet time is to make a large map inside an Aquarium.. make it so the water doesn't distort the image all the time... and start shooting around :P the water trails make for a nifty slow-motion effect. Perhaps it would even be possible to make a mod that adds these water trails as 'tracers'... that would be cool...
.:c|H|EE|TO|H|s|:.
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Gold
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Re: Jv's ropebridge

Post by Gold »

[quote="wacko"]errrm, this topic had started in http://dynamic4.gamespy.com/~map/mohaa/ ... 1911#71911

here's what I did to Jv's ropebridge so far. Imho, it's quite usable in 'real' maps.

Problems:
The script is still calculating additional ropes and drawing them as invisible func_beams. Stopping this might improve ther fps...

There's a repeating error in the console, saying the step models have lightmap and are rendered twice.

was the rendered twice issue ever fixed or addressed?
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Post by jv_map »

Yah. It's not actually an error but the game likes to complain. To fix it, remove the lightmap stage from the shader you are using, and replace it with e.g. rgbGen entity.
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