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Red Faction : Lounge : Portalling a Street !! |
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topspins |
Posted 9th Oct 2005 8:51pm |
L4Y Member Post 94 / 102
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I've Done a street with buildings, not too long but long enough, I have also put in three giant portals to split the street up, rooms are in separate colors where I put in the portals, now the problem... Red says that you're not supposed to have any portals facing one another but should face away from one another on different angles... Now in playing my level and running back and forth through the street where the two portals are, I'm seeing no halls of mirrors effect or anything abnormal or nasty, no major problems are showing up YET except for one little one, one of the buildings starts to vanish on me as soon as I rotate the camera in the game high up to the left, otherwise in all other angles the building stays visible. The farclip plane is set to 1,300 for good measure.
I set it up like this
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The portals are huge, about 60 radius..
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One other thing, the plane shape in the particle emitter is not there or been disabled. I can't change the shape of the emitter that I want to have from Sphere shape to plane (flat)... It just stays in sphere mode. |
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Trigger |
Posted 9th Oct 2005 9:01pm |
L4Y Member Post 197 / 385
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Doesn't seem to matter in large areas. It's a prick in hallways, but I never had any trouble seeing through two portals at once in a very large area.
I always have to set a fog level to get rid of the level [buildings] disappearing. |
If I ever get to where I am going, will I know when I am there? |
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goober |
Posted 9th Oct 2005 9:01pm |  |
L4Y Member Post 653 / 265
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you dont get a mirror effect, but sometimes you get a seethrough to skybox effect |
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
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topspins |
Posted 9th Oct 2005 9:34pm |
L4Y Member Post 95 / 102
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Yes, the fog effect was the other thing I would try next if the building kept on dissapearing.. Does anyone know what 'force orient' means in a keyframe. Or is that feature disabled? As soon as you start the streets level, a runway tram comes over the top of the street on a bridge, the tram slows down and of course mercs start firing as it stops and starts up again...
I found too that for some unknown reason, some of my mercs in the tram fall through the floor instead of staying in the tram, but when I put them on top of the seats, they stay put LOL
But I want to get those mercs to not just fire at you from the tram when it moves or stops but get them to also go out the tram and they jump down onto the street. I think I know how to do it, but not entirely sure.
I'll try navigation waypoint method by putting a trigger on the second keyframe of the tram (where the tram it stops) for the mercs to follow, if it dosen't work, I'll try to teleport the mercs out beside the tram so they fall down onto the street, if that don't
work (and red is like that), I'll turn the mercs into a mover and
try it that way.
I'll put up a screenshot soon, it is not finished. barely started.
But I already have some buildings, I have the towaway sign, I need a bustop sign, and a phonebox and some parked cars and a big rubbish bin, a few spare old tyres littered about, put some trash on the streets, can someone make some bundles of old newspapers, and upload them here, I also need some chinese writing textures so I can use them as signs on some of the buildings. |
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Modified Oct 9th, 09:54pm by topspins |
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D2k |
Posted 9th Oct 2005 9:50pm |
L4Y Member Post 425 / 1923
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Force orient sounds like its sopposto force a mover to orient in the direction its moving (duh )
Also for the tram, make sure the trigger isnt a auto trigger that is resetting, if its a use trigger then just opent he master keyframe for the tram and set it to one way.
now, mercs falling through the bottom of the tram, hmm... does the tram rotate? Rotation in keyframes causes alot of problems with entity collision (espically with vertical rotation).
to make the mercs jump out of the tram when its done moving, put a big navpoint at the destination of the tram elevated to the proper height, or many small ones, or whaetver . set up the navpoints the way you like then use goto events to move the mercs around... im not entirely sure how to work with mercs moving, but if the goto events dont work then try the change AI events... meh, working with mercs is a pain... |
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topspins |
Posted 9th Oct 2005 10:04pm |
L4Y Member Post 96 / 102
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Weird.. I put a merc in the tram NOT made part of the tram mover, he moves along with the tram ok but, he floating in the air while the others are grounded..
LOL |
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Modified Oct 9th, 10:35pm by topspins |
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Trigger |
Posted 11th Oct 2005 10:02pm |
L4Y Member Post 199 / 385
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This may help: Turn Off Physics, Detach & Invert |
If I ever get to where I am going, will I know when I am there? |
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