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Geiss 11-19-2004, 03:14 AM How possible would it be to make a passable (Secondary) oob? One that players/vehicles could pass through just not game objects, like T1/2, in addition to the (Wall) primary oob?
Without a mutator/mod? Could it be done with zones?
this is actually very easy to do. just use a team-less forcefield and set the collision properties to allow everything except the flag to go through it. you would still have to have the OOB grid in the game i believe to prevent someone from falling off the world, but hell, make the terrain expansive enough, and you'd be fine almost. just... you'd have to have a frikkin massive comp (i'm not quite highest-end but i'm up there) to be able to map that size terrain.
so yes, you could do it quite easily. =)
SmOkkin' Joe 11-19-2004, 05:05 AM The problem with a FF is that they'd need to align into a box which would be intensly difficult at that size, the other thing is that the scaling would make the texture way big, the third thing is that currently FFs shift on dedicated servers.
BFGanksta 11-19-2004, 05:26 AM I suggested a zone instead of forcefields because I thought the oob was a zone. If it isn't couldn't you just duplicate the oob and make it passable by everything but the flag/flag carrier (Don't know if its possible without scripting/mutator/mod) to make a player drop the flag.
Anyway this would solve the issue of back caps, and maps would have to be that large to provide ample space outside of the play field, 500m (or whatever the T:V unit of measurement is) isn't that large, but it would provide players with a bit of breathing room. The terrain sizes that really become a problem are in the 40,000 area, at least for my comp. It would create issues for people with 256mb of system ram, in loading, but not too much in playing it, basing this on peoples performance on the larger maps.
Can someone explain why you could just keep going in T2 without falling off a map or hitting a wall and why there has to be a end wall in TV?
Chadman 11-19-2004, 08:21 AM Tis all down to the limitations of the engine the game is built on.
Amadeus 11-19-2004, 09:15 AM A bit of info from the dev tracker:
Map making... can you designate multiple oob grids... For example, suppose I wanted to make a map that was modeled around a 'V' shape, could I perhaps include a square to cover the exterior of the V and bring in a triangle to create the well of the V shaped map?Nope. The OOB grid is defined by a volume - anything inside that volume is inside the OOB grid. And the shape that defines that volume must be convex and not concave. You can have multiple boundary volumes but only for different game modes within the samep map - no two can be active at once.
(We had some very funny things happen earlier in development when people would spawn outside the boundary volume - and be flung at multiple mach speeds across the map...)
Can someone explain why you could just keep going in T2 without falling off a map or hitting a wall and why there has to be a end wall in TV?
Dynamix > *
SmOkkin' Joe 11-19-2004, 02:47 PM Erok,
the way the engine is made is that it is a huge amount of negative space that exists, when you make a level you make positive space, images a block of clay hundreds of miles wide, when you make a terrain you carve out, hollow out the center of that block of clay, it can be big but there are still walls.
Cinderkarst 11-19-2004, 06:39 PM Can someone explain why you could just keep going in T2 without falling off a map or hitting a wall and why there has to be a end wall in TV?
The game would replicate the heightmap and retain its collision properties on each tile.
NeotiK 11-20-2004, 06:31 AM Can someone explain why you could just keep going in T2 without falling off a map or hitting a wall and why there has to be a end wall in TV?
Even though terrains were expansive, they tiled but they still had an end. eventually you'd hit an invisible wall after about like 15-20 minutes or something really long like that. I did it on beggars run one night with a few others during a pub O_o.
Geiss 11-20-2004, 11:08 AM The problem with a FF is that they'd need to align into a box which would be intensly difficult at that size, the other thing is that the scaling would make the texture way big, the third thing is that currently FFs shift on dedicated servers.
this was one of my biggest gripes when i put what i thought would be my final release out. i think it only happens if you try to adjust the scaling of the FF... i still have to try out the map on a dedicated server to see if it is happening again. originally i had a smaller FF that i adjusted its size, and when on a ded serv, it reverted back to original size, leaving gaps in the openings to the bunkers it protected.
At0m|c 11-20-2004, 12:58 PM UnrealEd could, as they've said, probably model Manhattan. . . . if you had the CPU and memory for it.
So could any other engine. :p
Amadeus 11-20-2004, 01:04 PM So could any other engine. :p
The creators of BUILD are begging to differ. ;)
Rooster128 11-20-2004, 06:43 PM You know what... I bet it very well could be possible to make looping terrain in UnrealED without any boundaries so you could go as far as you'd like...
Just rework a major part of the engine that allows you to take the first subtraction brush and everything inside it, and multiply it onto a plane.
Oh wait... then theres the problem with the skybox being in another place by itself.
hurm... yes, major rework done to the unreal editor. maybe the next version of unreal editor will do something different about that. either that or the next tribes can be built on a new engine.
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