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JOConnell
07-17-2006, 08:01 AM
Hey guys...I've set up an IRC channel for those of you who want to get faster answers to some of your questions. Right now its set up on QuakeNet and the channel is #preditor.

I'll be lingering in there all day (other HH guys will probably show up as well) to help you guys out with whatever questions you have.

-- Jason

Zizz
07-17-2006, 08:27 AM
That's really cool, thanks alot!

Micki!
07-17-2006, 10:45 AM
That's really cool... me and a friend are trying to mess around the the preditor, but there is some stuff we'd like to know...

Interitus
07-17-2006, 11:11 AM
sweet! I've been idling in about 5 prey/doom3 related channels on 4 different networks trying to find somebody who could help me, as the forum takes a little while to get feedback sometimes.
Thank you, see you in IRC

m4dmax
07-17-2006, 09:52 PM
awesome idea, im really surprised, you guys really keep in touch with the community...Ive never come across any developers that do it like you all do. Many props for that.;)

Micki!
07-18-2006, 07:49 AM
That was helpfull... :)
Me and my friend Henrik (Yo2) were having some fun with the editor the whole day yesterday... We had some difficulties with getting the gravity fields to work right though... We now how to make a gravitation field for a planetoid, but not how to make walls "walk-able"... We have this giant ball, created by making 2 cones, deformed into two halfs of a ball, then merging them to create a whole ball... then we want to be able to walk in the inside of this ball, but we can't get this working right...

Then, we have another map... It's a giant ring, made of bended cylinders, thus creating what we call "our donut" (haha) but we want to be able, to run all over the surfaces on this donut... And there is a planetoid in the middle of the ring, and we don't want the gravity field of the ring, to interfere with the gravity of the planetoid...

It's a little complicated, but we really want to make this work out right...

Maybe someone would be kind enough, and help us with this over the IRC channel sooner or later, or with MSN... That would be great... :)

gemsbok
07-19-2006, 12:24 PM
For walking around on the outside of a sphere, you want to use the volume "gravity inward."

For walking around on the interior walls of a sphere, you would use the same volume, but reverse the gravity.

For a map where you could go inside a sphere and run around on the outside, too, I would consider using two spheres in different "caulk boxes" with a skybox/whatever you want on the outer perimeter.

If you use portals to connect the two, folks won't know that they're on two different "sections." You'll get better performance, and you won't have the issue of overlapping gravity volumes.

A "factor" value of -1 should treat you well as a starting point for the inside of the sphere.

A "factor" value of .5 should be a good start for the outside of the sphere -- it'll let you get some good jumps going.

Micki!
07-20-2006, 05:48 AM
Thank you... :)

samthaman
02-13-2007, 02:31 PM
what meens bsp and aas

AnthonyJ
02-14-2007, 12:15 PM
BSP = Binary Space Partitioning
AAS = Area Awareness System

BSP trees are used to describe the map in an efficient structure (although I thought these days id engines dont use them for much?). AAS's are used to provide nav

http://en.wikipedia.org/wiki/Binary_space_partitioning
http://modwiki.net/wiki/Area_awareness_system

Kristian Joensen
02-14-2007, 01:45 PM
D3E uses for collision detection and the creation of something called beam trees(I think, IIRC) in connection with lighting, that is it.

Boinky
02-26-2007, 06:24 PM
Anyone noticed that the channel is.. well dead? :(

Zwiffle
02-26-2007, 06:32 PM
Yeah. I did. Kind of shame, at least I can still chat with my boy Tron about Prey. :(