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goober   Posted 4th Jul 2010 8:37pm
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Post 30 / 265

Quoting digital_ruler
Quoting BATEMAN
Here is a video teaser of the reflection with water drops.

http://www.youtube.com/watch?v=3SGAzFIgpjk

Convincing effect. Looks good.

It actually does look quite impressive.
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Bartalon   Posted 5th Jul 2010 12:14am
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Post 142 / 144

Quoting goober

No, it really doesn't - at least not the way that is seen in any other game. In RF, your feet are just a collision sphere.


Despite the makeup of the feet, if you physically walk your character into a protrusion of .125 meters or shorter, he will scale it with little to no encumbrance.
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Assman15    Posted 5th Jul 2010 1:04am
Post 2010 / 2085
Quoting Molodiets
You'll have to tell me how you did that!


My guess would be he mirrors the room vertically to produce the reflection. I've played around with something similar in the past, looks neat but can cause a lot of problems if not done correctly.
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Bartalon   Posted 5th Jul 2010 2:11am
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Post 143 / 144

Hitting an edge or angled surface at high speeds is the best way to fly! haha
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Molodiets   Posted 5th Jul 2010 4:40am
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Quoting Assman15
Quoting Molodiets
You'll have to tell me how you did that!


My guess would be he mirrors the room vertically to produce the reflection. I've played around with something similar in the past, looks neat but can cause a lot of problems if not done correctly.


don't know how it's been done. I'll have to open the map when it's released.
first the miror effects. i thought they were not wiorking in redfaction and you had to use cameras and screen to simulate a miror

second, the transparency. you can clearly see the floor. the image of the ceiling is superposed.

third :the drops and the shockwaves in the water. might be a custom vbm or/and particle emiter.

in adition the drop falls have an irregular patern and the sound fits perfectly. so much work in a simple puddle.
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Bartalon   Posted 5th Jul 2010 12:54pm
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Post 144 / 144

A lot of those water effects are performed by the game. The particle emitter can be made to "collide with world" which should make the ripple effect in the water. The spawn time of each particle can also be set to have a semi-random spawn rate.

If I had to guess I would say the room was vertically mirrored, as Assman15 guessed, and there could be an invisible face just over (or under, so the water particles can still collide with the surface of the puddle) the surface to prevent sinking into the mirrored room below.

What gets me is you can see the reflection of the dripping water when you look into the puddle. The only way I can think of replicating this is to set a particle emitter in the cloned room below which is not affected by gravity and dies at the exact time it reaches the surface, which would also be the exact time the water from above collides with the water.

Any way you slice it, there's definitely a lot of work employed here just for this small pool of liquid.
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Molodiets   Posted 5th Jul 2010 5:09pm
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Post 2646 / 2687

Quoting Bartalon
The only way I can think of replicating this is to set a particle emitter in the cloned room below which is not affected by gravity and dies at the exact time it reaches the surface, which would also be the exact time the water from above collides with the water


which would be the exact time the sound is played

no semy random spawn rate if there are 2 particle emiters that must cbe simultaneous and a sound that must match too
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BATEMAN   Posted 6th Jul 2010 4:28am
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Post 90 / 167

Should I place HMG, AMP and Invulnerability in the map? because i know that n00bs! dont like them and to be honest it is part of the game and every player has a "fair" chance to use them.
   Modified Jul 6th, 04:29am by BATEMAN
goober   Posted 6th Jul 2010 6:18am
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Post 31 / 265

You should place items and then test it with players. For the love of God don't release it until you've gotten feedback on the item placement and altered it somewhat based on that.

Usually a map like that should have all the weapons besides like the shield, baton, flamethrower and rail. It should also have at least one amp, at least one super health and MAYBE a super armour with a really long timer.

INVs should be used VERY sparingly if at all but don't be afraid to use HMG or amps in FFA.
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NoClanFrank    Posted 6th Jul 2010 6:22am
Post 5623 / 5840
BATEMAN add whatever weapons you want. It's your map. Make it like you like levels to be made. Your weapon selection on your other maps have always been good. IMHO
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goober   Posted 6th Jul 2010 4:49pm
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Post 32 / 265

Quoting noclanfrank
It's your map.

Thanks for clarifying...

Anyway, the point is it really doesn't matter what he thinks the weapon layout should be like, or what you do, or what I do. It matters what will play well. This is why you must test repeatedly and modify your item layout accordingly. That should be done with any map. (Well besides like a run map of course )
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 Modified Jul 6th, 04:50pm by goober
NoClanFrank    Posted 6th Jul 2010 10:31pm
Post 5624 / 5840
The point that I was trying to make. It's his map and ultimately it he who will have to live with the results. I am sure that most people, like me, when they map, they map for themselves. Not map for others, it's just that when we map for ourselves, others benefit from it.

I do however agree that map "should be tested with others". I also mean others that will let you know of any flaws even minor flaws. In my [plug coming] DM - NC-BedRoom map. There is one jump pad that if you get on it on the wrong place, you will bang your head on top. It's really annoying, well to me it is. Sure I could have just fixed it but I choose not to so people wouldn't get confused between v1 & v2.

As far as weapon placemen and spawn points. I've always done that myself. I play the map in single player mod. Fly around and look at the whole map. I try to imagine where another player might hide and where to add a rail gun or two to frag that player out of his camping spot. I have always been about good game play and not so much on how it looks, as you guys may or may not already know. I've only seen one mapper here on levels4you.com that has mastered the art of making a great looking level and still maintaining great game play. That mapper and player is
[drum roll please] ......
Kerpal he is a brother that really takes his time to get both aspects of multiplayer level making into consideration.
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NoClanFrank    Posted 7th Jul 2010 12:29am
Post 5625 / 5840
I never said I tested weapon lay out myself. I did lay them out myself. Then I tested the levels with friends. So far I haven't gotten one complaint about weapon lay out unless you count Red-Frog's comment on how putting the fusion with the invul together is for noobs. Again, like I told Bateman it's his map and he should do it the way he wants too.
.
Now that doesn't mean he should be open to suggestions. After all somebody might suggest something he likes. I know I tested a map once with a "former" staff member here and "forum moderator genus" and this person did suggest something none with I went with. I even added his name to the credits for that very reason, even though he also helped test the level.
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BATEMAN   Posted 7th Jul 2010 2:04am
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Post 91 / 167

ok let me add a "pillbox" and some triggers etc and ill have a test run with digi, "goofy goober" spikey, etc, been busy at work lately as another technician has been on holiday for 2 weeks so a week or 2.

infact i did a little test run with spikey (he was server), and found that i can bob my head out of the vent viewing parts of the level and i realy cant be bothered making a new vent bigger. guess ill have too though *GROAN!* any ideas on what hight i should make the vent so this doesnt happen?

also i want to be able to shoot a key framed door so it will open, ask "goofy goober" this on msn but didnt get a reply, reason i asked him because i know he used it in his lastest map.
i can make it to work in single player but wont work in multi, doesnt even work at all when i walk up to the door.
   
goober   Posted 7th Jul 2010 3:01am
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Post 33 / 265

Quoting BATEMAN
any ideas on what hight i should make the vent so this doesnt happen?

Portal the map properly

Also, if you want to test tonight just message me.
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