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Tulzer Guest
Posts : 960 Points : 6338 Join date : 2010-07-12
| Subject: More mapping Wed Nov 03, 2010 1:08 pm | |
| just going to use this thread to post up pics, vids and info on my mapping projects and shit...others are welcome to contribute...but i feel other threads are getting to full |
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Tulzer Guest
Posts : 960 Points : 6338 Join date : 2010-07-12
| Subject: Re: More mapping Wed Nov 03, 2010 1:29 pm | |
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Last edited by Tulzer on Wed Nov 03, 2010 1:34 pm; edited 1 time in total |
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Tulzer Guest
Posts : 960 Points : 6338 Join date : 2010-07-12
| Subject: Re: More mapping Wed Nov 03, 2010 1:31 pm | |
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your dog FTW Clan Member
Posts : 3060 Points : 9279 Join date : 2008-10-28
| Subject: Re: More mapping Wed Nov 03, 2010 1:41 pm | |
| You take corners like a sissy. Glad you pointed out at the end of the video therse a few spots you can jump the track =P I was waiting to just rant about it once I was done watching.
Pretty sure you could jump track in mario kart 64 as well in those places. |
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Virtuoso X Guest
Posts : 1471 Points : 7101 Join date : 2009-12-29 Age : 33 Location : 7th Pitt of Hell
| Subject: Re: More mapping Wed Nov 03, 2010 2:45 pm | |
| awesom stuff tulz. Are you guna put those custom cars in ur map? Hey tulz, i have a bug in my map, it says thers 4 Energy sites, when really thers 2 :S how can i change it? ive looked everywhere but cant find anything |
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Tulzer Guest
Posts : 960 Points : 6338 Join date : 2010-07-12
| Subject: Re: More mapping Thu Nov 04, 2010 2:51 am | |
| started texturing...found out to be full efficient i would have to add all the materials to the library first b4 i start texturing map could be finished by tonight, but i got other things to so....so no eta as of yet |
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your dog FTW Clan Member
Posts : 3060 Points : 9279 Join date : 2008-10-28
| Subject: Re: More mapping Thu Nov 04, 2010 4:24 am | |
| Where are you getting your textures from, ripping from a ROM or just google search stuff or Emulator screens?
Love how you're keep the original stuff there.
It'd be good if we could make the cars able to reach higher speeds (acceleration rate is alright as it is) and maybe be a bit more slippy for fun. =P |
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your dog FTW Clan Member
Posts : 3060 Points : 9279 Join date : 2008-10-28
| Subject: Re: More mapping Thu Nov 04, 2010 4:41 am | |
| thought you could do it server side by making a script for the jeeps as like a fast jeep or something, but alrighty then. cheers |
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Tulzer Guest
Posts : 960 Points : 6338 Join date : 2010-07-12
| Subject: Re: More mapping Thu Nov 04, 2010 5:40 am | |
| shame but wounded is right, the physics of the car(speed weight damage geometry...etc) is completely client side......just thinking of it now but possible a DX10 server may correct this....i will look into it later but yeah only real way would be to make pak files or a mod.. |
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your dog FTW Clan Member
Posts : 3060 Points : 9279 Join date : 2008-10-28
| Subject: Re: More mapping Thu Nov 04, 2010 7:22 am | |
| - Tulzer wrote:
- shame but wounded is right, the physics of the car(speed weight damage geometry...etc) is completely client side......just thinking of it now but possible a DX10 server may correct this....i will look into it later but yeah only real way would be to make pak files or a mod..
kinda silly because leaves the game open for clients to fuck with physics and give an advantage etc oh whoops i dont need to tell you about that kidding, loved the super fast cars they were fun times. but yeah it is silly being client side. |
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Virtuoso X Guest
Posts : 1471 Points : 7101 Join date : 2009-12-29 Age : 33 Location : 7th Pitt of Hell
| Subject: Re: More mapping Thu Nov 04, 2010 7:46 am | |
| - your dog wrote:
kinda silly because leaves the game open for clients to fuck with physics and give an advantage etc oh whoops i dont need to tell you about that . which is where anti hacks come in |
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Avalost Guest
Posts : 306 Points : 5911 Join date : 2009-08-06
| Subject: Re: More mapping Thu Nov 04, 2010 7:52 am | |
| Maybe they are just nice people lol who had trust in the players to learn and play the game instead of being dickheads |
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your dog FTW Clan Member
Posts : 3060 Points : 9279 Join date : 2008-10-28
| Subject: Re: More mapping Thu Nov 04, 2010 9:08 am | |
| - Avalost wrote:
- Maybe they are just nice people lol who had trust in the players to learn and play the game instead of being dickheads
You know crytek want to take over the world yeh? |
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Avalost Guest
Posts : 306 Points : 5911 Join date : 2009-08-06
| Subject: Re: More mapping Thu Nov 04, 2010 10:09 am | |
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Guest Guest
| Subject: Re: More mapping Thu Nov 04, 2010 10:13 am | |
| theyd do a far cry better then the people currently running it (see what i did there?) |
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Tulzer Guest
Posts : 960 Points : 6338 Join date : 2010-07-12
| Subject: Re: More mapping Thu Nov 04, 2010 10:24 am | |
| found a command: v_newboost seems to be a devmode thing only, and when used is counted as a cheat.....and ontop of tha dosn't seem to work.....but its still a command that could help void CVehicleMovementStdWheeled::ApplyBoost(float speed, float maxSpeed, float strength, float deltaTime) { // This function need to be MT safe, called StdWeeled and Tank const float fullBoostMaxSpeed = 0.75f*m_maxSpeed; if (m_action.pedal > 0.01f && m_wheelContacts >= 0.5f*m_pVehicle->GetWheelCount() && speed < maxSpeed) { float fraction = 0.0f; if ( fabsf( maxSpeed-fullBoostMaxSpeed ) > 0.001f ) fraction = max(0.f, 1.f - max(0.f, speed-fullBoostMaxSpeed)/(maxSpeed-fullBoostMaxSpeed)); float amount = fraction * strength * m_action.pedal * m_PhysDyn.mass * deltaTime; float angle = DEG2RAD(m_carParams.steerTrackNeutralTurn == 0.f ? 30.f : 0.f); Vec3 dir(0, cosf(angle), -sinf(angle)); AABB bounds; m_pVehicle->GetEntity()->GetLocalBounds(bounds); const Vec3 worldPos = m_PhysPos.pos; const Matrix33 worldMat( m_PhysPos.q); pe_action_impulse imp; imp.impulse = worldMat * dir * amount; if(g_pGameCVars->v_newBoost) imp.angImpulse = Vec3(0,0,0); imp.point = worldMat * Vec3(0, bounds.min.y, 0); // approx. at ground imp.point +=worldPos; imp.iApplyTime = 0; GetPhysics()->Action(&imp, THREAD_SAFE); //const static float color[] = {1,1,1,1}; //gEnv->pRenderer->Draw2dLabel(400, 400, 1.4f, color, false, "fBoost: %.2f", fraction); } } |
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Tulzer Guest
Posts : 960 Points : 6338 Join date : 2010-07-12
| Subject: Re: More mapping Thu Nov 04, 2010 2:16 pm | |
| spent a few ours on it tonight, nearly finished texturing...then map and level.pak file implementation begins |
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Virtuoso X Guest
Posts : 1471 Points : 7101 Join date : 2009-12-29 Age : 33 Location : 7th Pitt of Hell
| Subject: Re: More mapping Thu Nov 04, 2010 2:43 pm | |
| thats epic tulz, nice stuff looks like its guna be great to play on ;D |
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Tulzer Guest
Posts : 960 Points : 6338 Join date : 2010-07-12
| Subject: Re: More mapping Thu Nov 04, 2010 3:53 pm | |
| all done texturing.....i'll get a new pic and vid when its done....was thinking....to make this work like wounded's....i could make it a three lap thing...having teleporters at the end of each lap to take you to another location which has a replica map....then on the third transport the player to the nuking location...i could even have three laps each lap being a different track...then on the third of course have a nuke.....planning |
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ColdPreacher Guest
Posts : 2104 Points : 8117 Join date : 2009-02-04 Age : 34 Location : Melbourne
| Subject: Re: More mapping Fri Nov 05, 2010 12:36 am | |
| hey lol, that teleport idea is smart.
reckon there could be a limit of teleports a player is entitled to? so the first person to go through the portal 3 times wins? |
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your dog FTW Clan Member
Posts : 3060 Points : 9279 Join date : 2008-10-28
| Subject: Re: More mapping Fri Nov 05, 2010 1:04 am | |
| Looks good tulz!
Yeah if you lose momentum kinda slows down the racing experience. Interesting to see what solutions you guys come up with |
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Tulzer Guest
Posts : 960 Points : 6338 Join date : 2010-07-12
| Subject: Re: More mapping Fri Nov 05, 2010 6:47 am | |
| right.....i've been able to import the map into the crysis editor as b4, but now with texture....having a problem tho when i reopen the map some textures on the map are miss placed....will check if it is the same when actually in crysis....apart from that i'm just about ready to hand out for testing |
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Guest Guest
| Subject: Re: More mapping Fri Jul 22, 2011 10:17 am | |
| Glad you pointed out at the end of the video therse a few spots you can jump the track =P I was waiting to just rant about it once I was done watching. having teleporters at the end of each lap to take you to another location which has a replica map....then on the third transport the player to the nuking location |
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