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#1 |
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self-repairing wall
I played around a bit with the scripting system for Doom 3/Prey, here's a video of my work in progress...
http://www.intercomm.com/shrinker/prey/ |
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#2 |
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Re: self-repairing wall
that's pretty freaking sweet
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#3 |
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Guest
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Re: self-repairing wall
Very nice!!! I imagine some excellent maps could be made with this concept - eg. imagine a floor of these with the rocket launcher in the middle
Look forward to seeing what you do with it
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#4 |
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Re: self-repairing wall
wow..very good.. will you make the wall pieces to drop with physics? also correct the fact that a lone square can float in the air?
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#5 |
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Re: self-repairing wall
thats awesome man.... it repairs a little slow, but... damn... awesome man. just awesome.
__________________
Nahallan.com If you ever think you've hit rock bottom, get the f*** off my shoulders. "Indeed, I am so far OUT of sane that you appear a tiny blip on the distant coast of sanity" - Bucky Katt |
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#6 |
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Re: self-repairing wall
Replacing destroyed cells by physics debris or similar is easy. Removing lone squares is a bit too complex for a scripting system without arrays (requires status flags and complex recursion). Things such as repair speed can all be set up: The wait can even be set to zero, meaning that you can not blast through such a wall at all, no matter how much force is used
![]() When it's polished enough, I shall release it with a little tutorial (I made this thing easy to set up), so everyone can use it :P
__________________
http://www.intercomm.com/shrinker/prey/ http://www.intercomm.com/shrinker/Accuracy2/ Last edited by Shrinker; 08-12-2006 at 05:44 AM. |
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#7 |
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Re: self-repairing wall
COOOOL
Im thinking secrets here not to mention what puzzles you can make with this if you combine it with portals
__________________
Why spend your time reading useless signatures like this one, you better could use it to explore these forums. But since u are reading this nicely made signature, please think about it that when u finished reading it you may call yourself officialy an "idiot" ;) |
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#8 |
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Re: self-repairing wall
Nice video.
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#9 |
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Re: self-repairing wall
Screw using that for a door, how about an arena that takes place over toxic fluids below that uses this for a floor? And have multiple platforms
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#10 |
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Re: self-repairing wall
Cool!
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#11 |
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Re: self-repairing wall
Google video is weird... first it doesn't let me update the video description, and now it locked a file with the same name as the one I removed. Well, video 2 is up now!
http://www.intercomm.com/shrinker/prey/ |
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#12 |
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Re: self-repairing wall
Awesomer as a floor!
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#13 |
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Re: self-repairing wall
Very good effect !
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#14 |
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Re: self-repairing wall
ha... sweet. What happens if you're in the way? I'm assuming you can set it as "crushable" in the editor like a func_mover?
__________________
Nahallan.com If you ever think you've hit rock bottom, get the f*** off my shoulders. "Indeed, I am so far OUT of sane that you appear a tiny blip on the distant coast of sanity" - Bucky Katt |
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#15 |
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Re: self-repairing wall
What is the frame rate hit on that, while it looks cool it also looks like it could kill
an MP map |
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#16 |
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Re: self-repairing wall
Hello!
Grate work on the mod, I watched the vids and it looks to be included in many maps in the future. Keep it up and I hope to see more from you. Last edited by ADM; 08-14-2006 at 11:55 AM. Reason: Spam. |
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#17 |
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Re: self-repairing wall
That looks fantastic! Nice work.
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#18 |
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Re: self-repairing wall
Interitus: I'll have to find out whether I can set it to crush somehow, atm Tommy either gets stuck or is being pushed away.
Kinslayermds: The fps hit is minor. Only when using a bigger wall it's noticeable, and mainly because of the many polygons rendered. |
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#19 |
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Re: self-repairing wall
are squares the only shap it can repairing in? would be neat to see it work with triangles or maybe hexigon plates
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#20 |
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Re: self-repairing wall
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#21 |
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Re: self-repairing wall
Every cell is indexed and registered... that is quite doable for a triangle too. For the rest, it would simply take a bit longer :P
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#22 |
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Re: self-repairing wall
In that case, how about a map that has platforms that randomly move about using the 'repair' technique?
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#23 |
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Re: self-repairing wall
How about moving gavitized platforms that players could hang from...dm_batcave.pk4
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#24 |
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Re: self-repairing wall
man, how does this work? it's awesome!
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#25 |
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Re: self-repairing wall
You guys can use it in your maps soon.
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#26 |
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Re: self-repairing wall
A new short video is up, my work of today: the sample map.
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#27 |
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Re: self-repairing wall
that is awesome...I have an idea to use this...can't wait to play with it
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#28 |
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Re: self-repairing wall
Coool, great stufff
especcialy that sqaure (or something, not that good in english)
__________________
Why spend your time reading useless signatures like this one, you better could use it to explore these forums. But since u are reading this nicely made signature, please think about it that when u finished reading it you may call yourself officialy an "idiot" ;) |
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#29 |
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Re: self-repairing wall
That's great...
I'm in love with this feature...
__________________
Visit: Duke4.net and Aliensgame.net >> 3DRealms, I want the Octa-Avenger to appear in DNF..! Oh look, i am on DeviantArt too ..! --- A true genius does not need boundaries such as 'common sense' |
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#30 |
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Re: self-repairing wall
The download is up. Use the power of F5!
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#31 |
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Re: self-repairing wall
cool, you made a mod out of it?
__________________
Why spend your time reading useless signatures like this one, you better could use it to explore these forums. But since u are reading this nicely made signature, please think about it that when u finished reading it you may call yourself officialy an "idiot" ;) |
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#32 |
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Re: self-repairing wall
No, I meant you shall press F5 (usually the refresh key) if the site update is not visible for you :P
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#33 |
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Re: self-repairing wall
Aha, so how do you 'use' this? You load it with a parameter? Does it have maps included? etc...
__________________
Duke4.net - Duke's OTHER home. HeadbangersFM - The station that keeps your head banging! ------------- She's pretty, not "damn-she's-making-my-noodle-dance-samba"-pretty, but still very pretty... - Micki! |
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#34 |
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Re: self-repairing wall
Check out the contents of the pk4, instructions and a sample map are included.
__________________
http://www.intercomm.com/shrinker/prey/ http://www.intercomm.com/shrinker/Accuracy2/ Last edited by Shrinker; 08-19-2006 at 02:01 PM. |
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#35 |
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Re: self-repairing wall
Cool to try it out myself! The first time I loaded the example map it scared the shit out of me. Was just looking around and suddenly heard the metallic sounds behind me.... from the selfregenerating wall! Very cool.
Oh, for those who just want to sample this:
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#36 |
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Re: self-repairing wall
i download it and it is Brilliant
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#37 |
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Re: self-repairing wall
Beautiful. Haven't got a chance to use it in a map yet, but you can bet I will.
Thanks for sharing this, Shrinker!
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#38 |
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Re: self-repairing wall
So did anyone use this?
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#39 |
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Guest
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Re: self-repairing wall
I think i will use it in my Prey singleplayer map.
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#40 |
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Guest
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Re: self-repairing wall
Just found this Thread while searching for some Prey Modifications and got pretty exited about this regenerating walls and all the stuff that can be done with them.
Could someone maybe awnser some (maybe stupid) questions i got about this stuff? Since iam not used to mapping or modding id engines and cant awnser myself. - is it possible to create wall parts in any size or shape? - is it possible to create wall parts with any texture i wish to use, or transparent? - is it possible to let wall parts explode/create some trash parts or whatever when they get destroyed? - is it possible to make 3 dimensional, regenerating structures instead of 2 dimensional walls? - well and the last but for me most important question, is it possible to create such walls in other editors/engines too? |
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