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Beatonator  |
Posted 30th Apr 2012 12:00pm |
Post 3627 / 3716
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Not bad! Subway is impressive. I like the magical doors that travel by themselves! lol!
Obviously its unfinished, but don't forget the doorframe texture for the nightclub as that area seems complete you might have missed it! |
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!) |
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Spikey2005 |
Posted 30th Apr 2012 5:44pm |  |
L4Y Member Post 2098 / 2126
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Hehe, my main concern now is to get those subway train doors working. They are a pain in the back area at the moment. |
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Spikey2005 |
Posted 2nd May 2012 10:45am |  |
L4Y Member Post 2099 / 2126
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Quoting ice | Gj Spikey, looks pro-fessional
Quoting Spikey2005 | Hehe, my main concern now is to get those subway train doors working. They are a pain in the back area at the moment. |
um well the same way they did it in single player.
errr.. on the helpful side of things, keyframe the doors, then keyframe the entire train and the doors. |
Tried that buddy, and thats when they started to mess up. Im going to try the opposite way.
***EDIT***
I have had to start the map from scratch again . Something bad has happened to the map which will not allow me to save it at all. I am going to be working on it again but hopefully have roughly the same things in it. |
Check me out on Youtube
www.youtube.com/themudkiphut |
Modified May 5th, 04:04pm by Spikey2005 |
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goober |
Posted 5th May 2012 4:45pm |  |
L4Y Member Post 242 / 265
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Backup regularly while working with RED. Soooooo many bugs. |
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
[Faction Files] |
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Spikey2005 |
Posted 5th May 2012 7:26pm |  |
L4Y Member Post 2101 / 2126
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Quoting goober | Backup regularly while working with RED. Soooooo many bugs. |
Never mind eh . Ill keep at it. I will take your advise and put it into action good sir!
***Edit***
Ladies and Gentlemen,
I give you escalators fully working and moving!

How its done?
2 screenshots below explain.


Basically the escalators are on a continous loop moving in what ever direction you want in 1 second. They then return to their reset position after 0.00 seconds. So they are set to Pingpong infinite.
Obviously, they wont work with the player so to counter that, you use an invisble floor above the escalators that the player will stand on, and place push regions on them to push the player up or down the escalators.
They then give the visual affect of them actually continuously moving up when they are not. Players can discover that this is not the case by shooting a escalator step and a bullet decal on the brush will be created. They will see that decal movea back to a step below and continue to do so.
See video below to see what I mean.
http://www.youtube.com/watch?v=CVOo0pCfB7Y |
Check me out on Youtube
www.youtube.com/themudkiphut |
Modified May 6th, 03:30pm by Spikey2005 |
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Beatonator  |
Posted 8th May 2012 8:35am |
Post 3629 / 3716
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Very clever way of doing it. I would have gone the long way round and done them in an actual loop lol. |
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!) |
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Spikey2005 |
Posted 8th May 2012 12:21pm |  |
L4Y Member Post 2102 / 2126
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I was thinking that too because it would be nice to have real working escalators, but it would require a crap load of keyframes for each step and take too much time. So I went for the easier approach, and thought about the visual effect. You can acheive the movement from a push region.
There is one small minor bug with the push regions. Going up isnt as smooth as I expected to be. The player does sometimes get stuck or stops. while going up.
I created my own invisible texture and put ice_ on the front of the name to see if it worked better. It does slightly, however, the player does still get stuck, just not as much as the ordinary invisible texture.
The player also has less control on the escalators going up with it being ice, but I am willing to sacrafice that issue for the visual.
Going down the escalator works very well and does not require the invisible ice texture, so I left that as original. |
Check me out on Youtube
www.youtube.com/themudkiphut |
Modified May 8th, 12:23pm by Spikey2005 |
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KERPAL |
Posted 9th May 2012 6:57am |  |
L4Y Member Post 1333 / 1353
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Wow... That's something that I've always wanted to do in RED for a very long time, but I just could never wrap my head around it.
Nicely done. |
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Spikey2005 |
Posted 9th May 2012 12:17pm |  |
L4Y Member Post 2103 / 2126
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Quoting Izzy | Looks awesome.
I've yet to check my other PC's files for the older version but I'll tell you if I ever get to it. |
Thanks Izzy, If you do find them, drop me a message on MSN and send me the file. I want to try and get that excellent water texture back, bare in mind, I got permission off Cyrus to use one of his water textures from his map. He is a cool guy . |
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Spikey2005 |
Posted 22nd May 2012 11:23am |  |
L4Y Member Post 2107 / 2126
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Town 3 has ran into some problems yet again. I managed to break the map with compiling it and getting the error message "Buffer Overrun". This causes spawn errors in game so again, I am starting it again. This is like Version Town 3.5 and Im getting to the point of getting sick of it lol.
I am going to make this my last attempt at a really cool map and I am going to change a few things to it aswell. If this goes pear shape, I am going to start persuing new types of maps.
Ric pointed out something not long ago. He said that I am always making maps for fun, but not gameplay. So I am going to do something for game play as my next project with a carefully copi..... I mean planned map.
I am thinking about bringing a Call of Duty Modern Warfare 2 map to RF. I am always playing MW2 with friends online on the PC, so I think it will be fun to make a map from the game for RF.
If its successful like Rics custom maps, I may make more.
Also Run Challenge 3 is still on the table. I will be getting some work done on that.
Thanks to the Portal 2 update, I am now throwing new idea's into Steam Workshop and its giving me some ideas for RC3 in regards to RF.
This is going to be an exciting year! |
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Spikey2005 |
Posted 22nd May 2012 6:25pm |  |
L4Y Member Post 2108 / 2126
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No screenshots or Foliage |
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Sephiroth_RIC |
Posted 23rd May 2012 12:22am |
L4Y Member Post 347 / 381
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I had spawn errors in my waste treatment plant when there was more than 8 or so people. I found shooting barrels or lights fixed it.. lol. So ya after that i knew it was the object limit.
Another sign I found was the shotgun was shooting as if I was outside of the level.
I usually*always* have the buffer overrun thing too, Not really sure what it is. but if you was to ask me I'd say its because of all the textures it has to pack into the vpp for my levels. |
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Spikey2005 |
Posted 24th May 2012 3:20pm |  |
L4Y Member Post 2109 / 2126
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Yep, its the textures. Ive started a new town map but havent done any work on it for 2 days now. My computer is unavailable due to it being taken out of my room for a new carpet.
Should hopefully get it back up and running tonight. |
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