ascottk on 22/10/2005 at 17:56
That looks sweet! If there is a way to rotate material on a mesh then let us know. Other than actually creating a new material I don't know what else you can do.
Ziemanskye on 22/10/2005 at 18:43
Well, thanks for the appaisal - the idea for the level is to do a kind of pagan version of schism.
By which I mean something that looks good.
It just seems a waste of texture memory (or whatever) to have two otherwise identical textures just rotated around.
Edit:
Well, next question - does anyone have any simple tips on making the player feel like they've covered a large distance, without having to have a huge draw distance or interminable extension corridors?
Krypt on 24/10/2005 at 00:52
There's no way to change texture alignment on a static mesh in the editor unfortunately. It would require changing the UV maps on the mesh itself in max. If it's a custom texture then I'd say rotate the actual texture around. If you use it in other places where it looks right then I guess that would be a bad idea though. I think if it were me, I would try to achieve the same effect with static mesh placement. There is a mesh of a flat patch of grass which you could place all along the edge of your cave ceiling mesh. If you applied the same grass texture you're trying to blend into and put some bushes and grass tuft meshes in there too then it would probably look decent.
Bardic on 24/10/2005 at 05:22
How about when the player enters a volume their movement speed is reduced and the textures on the floor and walls start panning? Although it would look odd if they turned around or stopped.
ascottk on 24/10/2005 at 05:48
Quote Posted by Ziemanskye
Well, next question - does anyone have any simple tips on making the player feel like they've covered a large distance, without having to have a huge draw distance or interminable extension corridors?
You could use a transporting volume like the I discussed in this thread:
(
http://www.ttlg.com/forums/showthread.php?t=99787&highlight=transport+volume)
I was thinking about doing this to a hallway just to stump a player ("Wait a minute! I've been walking this same hall for three hours now! What's the trick to getting out?") or something like that . . .
Bardic on 24/10/2005 at 09:30
Would you make the user jump from hallway 1 to 2 to 3 to 4, or loop in hallway 1 for 5 or 6 times and increment a variable, then jump to a new hallway?
ProjectX on 26/10/2005 at 16:20
Quote Posted by Ziemanskye
Edit:
Well, next question - does anyone have any simple tips on making the player feel like they've covered a large distance, without having to have a huge draw distance or interminable extension corridors?
Make lots of curving thin passages with high banks and use zoning. That way you can have quite long distances and all that will be rendered will be the bit you're in.
Bardic on 27/10/2005 at 22:13
I was talking with my friend last night, they have a post on the darkmod forums asking about making a large city and an airship... anyways, intreresting stuff.
But could you make a huge long corridor or outdoor area where you can actually see a long ways with several choke points?
Go to a choke point and take a screen shot and place the texture on a wall 20-30 feet ahead of you. Place a volume at the choke point so that when you enter it, it sends the wall out of world. and starts rendering the smeshes behind the screen shot as far as another screen shot at a new choke point.
Or
Instead of a screenshot, you have low poly smeshes or just the "visible from a distance ones" behind the choke point, and when you pass through you are teleported to an identical section of map with high poly smeshes.
I'm thinking rolling hills so you can see rocks in the distance, and by the time you get over the next hill you have more rocks of higher quality.
edit: and maybe a speed increase for Garrett.
Ziemanskye on 27/10/2005 at 22:26
Quote Posted by Bardic
Instead of a screenshot, you have low poly smeshes or just the "visible from a distance ones" behind the choke point, and when you pass through you are teleported to an identical section of map with high poly smeshes.
That's an interesting idea, but why do you need to teleport with that?
You can show/hide smeshes in game - just make the low poly hide and the high poly show when you pass through a volume close to them.
Saves having to have two otherwise identical hills in the level.
I'm afraid I don't like the screenshots idea so much - mostly because I tried it in UT before, and it just looks wrong.
If you're evil though you can build little stage sets of "cardboard cut-outs" of various thing before the screenshot, so you still have some depth perception... It still looks wrong when examined, but you could mess with people's heads a bit with odd perspectice tricks.