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Slitzerfest   Posted 26th Feb 2007 2:10am
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Post 69 / 117

This problem may have been resolved some time in the past i dont know, but the problem i have is right now. lol.

Im trying to create a world-like map thats dynamic with atmospheric effects and planet-like feel to it. (Part of my and FuryThors evil plan to revamp red faction)

But, my problem is, how would i make gravity on a brush (sphere) so the player sticks to it?
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goober   Posted 26th Feb 2007 2:29am
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Post 4674 / 265

Id say use a grounded push region...
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Slitzerfest   Posted 26th Feb 2007 3:01am
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Post 70 / 117

Ok... i made 1 push region, size=500(size of world) strength=100, grounded selected.

Still falling off.

Im Back, Im Loaded, And Ready.
RED FACTION HERE I COME.  
 
FuryThor   Posted 26th Feb 2007 3:28am
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Post 650 / 831

Quoting Slitzerfest
(Part of my and FuryThors evil plan to revamp red faction)
Nice I can't wait what we can create

Quoting Slitzerfest

But, my problem is, how would i make gravity on a brush (sphere) so the player sticks to it?


I don't think that to be possible because RF makes gravity allways downards, not toward some point on plane(center of spehre in this case).

However who says that we have to follow laws of real world physics ? I suggest we are creative (Look PM for details)
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Assaultman67    Posted 26th Feb 2007 5:03am
Post 2033 / 4376
Quoting FuryThor
Quoting Slitzerfest
(Part of my and FuryThors evil plan to revamp red faction)
Nice I can't wait what we can create

Quoting Slitzerfest

But, my problem is, how would i make gravity on a brush (sphere) so the player sticks to it?


I don't think that to be possible because RF makes gravity allways downards, not toward some point on plane(center of spehre in this case).

However who says that we have to follow laws of real world physics ? I suggest we are creative (Look PM for details)


that is an idea i came up with along time ago to have directional gravity ... but i have a feeling that its beyond RF's ability, probably beyond every game engines ability
   
KILLER    Posted 26th Feb 2007 6:55am
Post 141 / 1723
Thats a bummer, but it does sound neat and very interesting anyway

^_^

KILLER
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ITCH   Posted 26th Feb 2007 10:58am
L4Y Member
Post 104 / 217

How about just putting a climbing region around the sphere , so you basically climb up and down the sphere. Just a thought!
   Modified Feb 26th, 11:06am by ITCH



jan_the_mean   Posted 26th Feb 2007 7:07pm
L4Y Member
Post 42 / 153

I would suggest you put an invisible face under your brush, just 2 meters below, on which you can walk. This gives a nice feeling to the player even when he´s still with his head towards top.
But might look silly to the others to watch

I did it once by accident and so
I was walking under the roof of a room without knowing what happened first -
and I really liked the feeling -
especially because the room was made out of a lot of mirrored brushes, so you could never say where u are.
find my maps here: http://redfaction.levels4you.com/downloads.l4y?cat=search&author=Jan%20Radt    
Ghostkid   Posted 26th Feb 2007 8:21pm
Invisible Kid
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Post 631 / 2212

push regions and plache invisible walls around the brush ?
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Assman15    Posted 26th Feb 2007 8:53pm
Post 280 / 2085
Quoting Assaultman67
Quoting FuryThor
Quoting Slitzerfest
(Part of my and FuryThors evil plan to revamp red faction)
Nice I can't wait what we can create

Quoting Slitzerfest

But, my problem is, how would i make gravity on a brush (sphere) so the player sticks to it?


I don't think that to be possible because RF makes gravity allways downards, not toward some point on plane(center of spehre in this case).

However who says that we have to follow laws of real world physics ? I suggest we are creative (Look PM for details)


that is an idea i came up with along time ago to have directional gravity ... but i have a feeling that its beyond RF's ability, probably beyond every game engines ability


Nope, Unreal Engine 2 supports independent directional gravity as well as independent player orientations. Meaning each player can be oriented differently and be pulled toward a different plane. There are a few released mutators that accomplish this. I suggest you look into it, it's quite neat.
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SKA-Diesel   Posted 26th Feb 2007 9:04pm
L4Y Member
Post 660 / 719

The Prey (doom 3) engine is capable of independent gravity too. I played the demo.. it was pretty cool.
   
jan_the_mean   Posted 26th Feb 2007 9:19pm
L4Y Member
Post 44 / 153

Quoting Ghostkid
push regions and plache invisible walls around the brush ?

Of course without push regions - but as long as they would be grounded it could work as well...
find my maps here: http://redfaction.levels4you.com/downloads.l4y?cat=search&author=Jan%20Radt    
Assman15    Posted 27th Feb 2007 2:25am
Post 281 / 2085
What RF really needs is pull regions... I wonder... Would a sphere-shaped push region with a negative value act as independent gravity? It's worth a try, isn't it.
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Slitzerfest   Posted 27th Feb 2007 4:16am
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Post 72 / 117

Quoting Assman15
What RF really needs is pull regions... I wonder... Would a sphere-shaped push region with a negative value act as independent gravity? It's worth a try, isn't it.

Yes, and in fact im going to try it
Im Back, Im Loaded, And Ready.
RED FACTION HERE I COME.  
 
Assman15    Posted 27th Feb 2007 4:25am
Post 282 / 2085
Quoting Assman15
What RF really needs is pull regions... I wonder... Would a sphere-shaped push region with a negative value act as independent gravity? It's worth a try, isn't it.


Sadly, no luck. I tried quite a few combinations of property flags to no success. Perhaps there is a way, but not with a push region alone.
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FuryThor   Posted 27th Feb 2007 4:31am
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Post 651 / 831

Quoting Assman15
What RF really needs is pull regions... I wonder... Would a sphere-shaped push region with a negative value act as independent gravity? It's worth a try, isn't it.


On quick test I could not get it to work...
Anyway if we would want to simulate our planet we must remember that it's radius is 6370 kilometers, so making earth even 1:1000 scale would take a great deal of time to process, so ...
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