nephilim 0 Posted June 11, 2005 u guys gonna havea massive problems using these buildings.... theyre kinda huge geolod is limited to 64 m.. also some more detail on teh buildings (textures) woudl be good even if theyre dark u still shoudl see some detail keep it up ;) Share this post Link to post Share on other sites
SpecOp9 0 Posted June 11, 2005 That's not true, I made a building that literally towers above the clouds in the game, and I pasted them everywhere on the map. There were zero problems that I cam across "you can see in the video" Do you mean the collision detection? Share this post Link to post Share on other sites
nephilim 0 Posted June 11, 2005 yes i havent tested this fully but geolod onyl works for maximal 64*64*64 meters each direction since the buildings seem to appear to be boxes i cant imagein them lagg ;) its just te collision that worries me Share this post Link to post Share on other sites
SpecOp9 0 Posted June 11, 2005 I'll give it a go soon to see what I can do with it, I'm sure there are ways around it Share this post Link to post Share on other sites
nephilim 0 Posted June 11, 2005 yeah well u couls script that using smokedribs/devils setpos script although if u want to build in te buildings in a custom map via wrptool/visitor u gonna have another problem... scripts dont work of islands Share this post Link to post Share on other sites
SpecOp9 0 Posted June 11, 2005 It might be possible to make a script, I was just thinking perhaps putting a box trigger around the building, so right when you become 'present' in the trigger, a script activates a small explosion/smoke effect takes place where the player is and the ship dissapears. Kinda like (with all do respect) what happened in the 9/11 situation... Actually... Kegetys, if you see this, what do you suggest? (he's the only guy I can think of that knows these sorts of things) Share this post Link to post Share on other sites
jakerod 254 Posted June 12, 2005 Another idea: Make boxes that are like 64*64*64 and make it so it floats at the highest point of the building. Then just sink it and put them all along the building so its more of like 1 building for looks and 4 for geometry stuff. Share this post Link to post Share on other sites
korax 4 Posted June 12, 2005 You've got no way to pre-set scripts or triggers on an island, so your best way would be to remove the geometry from the buildings, and make 4x invisible geometry boxes and place them on the each building, as Jakerod said. Share this post Link to post Share on other sites
SpecOp9 0 Posted June 12, 2005 So basically just make a bunch of smaller Geo lods placed all over the building? Share this post Link to post Share on other sites
MATRA 0 Posted June 12, 2005 I just saw the video (23mg) and it was realy impressive how u created the SW envirement in OFP, realy impressive!! I cant wait to see all that Curuscant movement with high detail. Keep up the good work. Share this post Link to post Share on other sites
SpecOp9 0 Posted June 12, 2005 Thanks! The reason why I think it worked so well, was because of the fact we used a flat, completelly dead island. No vegetation, no hills, nothing. You take Nogova island for exmaple, that entire island probably has more polygons than the Coruscant demo had, that's why lag just doesnt exist. I think it's going to be a real fun map for people, because the average map in OFP is just Horizontal based movement and combat, but this map is going to give people vertical options and detail also. One thing I noticed about the skyscrapers in the movies, they are very, very, tall. I went in O2 to create the highest damn buildign I could, and it worked, which was a godsend. (you can actually see them in the video, those big towering things) Now for the Space travel. The number one thing people talk about, definately has been built up too much for us to ignore. We just had a little discussion on MSN about Space Travel and how it can be made possible. Space Travel can only be accomplished with a few downsides, and it must be done through Campaigns. First we are going to create a massive Space Sphere with star textures, so wherever you go in a ship, the sphere will follow you. This will give the impression you are in a infinite zone of space. Now for the ships you may encounter, like a Star Destroyer, Fog will be turned off on these ships so no matter how far away you are, you can see them, and fly closer and closer and closer. The planets will be the same way, only alot larger in scale. But space travel, from planet to planet can only be done through Campaigns. Campaigns have a branching feature, so depending on the players actions, the Campaign will take you a different direction than just a linear, in-order campaign. Basically, you will be given a "Lightspeed" Option, where you can Jump to Lightspeed to the different systems of the Galaxy. Say right now I'm in the Naboo sector. I open up my Lightspeed option, and I select "Lightspeed to Coruscant". The Lightspeed effect will happen, (probably done through O2 modeling and scripting) and then the mission will end, and the campaign will take us to the Coruscant Sector. But I'm in a Rebel Ship, and in the distance I can see Coruscant and Many imperial fleets guarding the planet. I'll probably get shot down. So, I select "Jump to Lightspeed - Endor". And the Campaign loads up the Endor sector. Once I get close to the planet, the mission file will white out, and white back in, and I can see myself flying high above the actual WRP map now, and I fly and land somewhere. This is similar to Black baron's technique. Now why am I on Endor? Well, I heard of a few Imperial Landing crafts that are here, and I'm planning on sneaking into an Imperial Base to hijack one of them. I do so. Then I fly my ass back to Coruscant in my roomy, all leather interior, dual blast cannon Imperial Ship, and I'm able to get past the Imperial Fleet and into Coruscant with no problem or hassle. It's stuff like this we really want to pay close attention to. And don't worry, if we fail at trying something new, we'll try an alternative. In our minds, space travel will definately be possible. Obi Wan: "From a certain point of view" Share this post Link to post Share on other sites
nephilim 0 Posted June 12, 2005 if u want to do it korax way it deosnt work if u place several small boxes i the same p3d u have to create several "ghost" models that basically are stacked up to fill up the actual model Share this post Link to post Share on other sites
DBR_ONIX 0 Posted June 12, 2005 Thats what he means, make a single P3D, that contains a 63*63*63 box. Then in the editor, you place one Then in the same place, one setposed + 63.. etc etc For more complicated shapes, I guess you could divide the model up into 63*63*63 boxes, then use a group (set up in config) to place them. The aircraft carriers do this. Seems to work mostly, but the lods are.. erm.. lacking polish.. on most of them The circle-of-stars around the ship, and the infintly viewable ships, wont they cancel each other out? If you can get ships viewable ffrom miles away, why not do that for a huge star thing? And if for some reason, you can only get it on the ships, you wont see them past the star-ball thing - Ben Share this post Link to post Share on other sites
gandalf the white 0 Posted June 12, 2005 Specop. just a small question: 1. in space, you can go in all directions 2. there is no such thing as "space" in OFP. it goes from 0 to 13 000 meters. so you are risking of either crashing into a black texture, or crashing to desktop because OFP can't handle the height. how will this be solved? Share this post Link to post Share on other sites
Hurby 0 Posted June 12, 2005 They will make new engine Duh, just a stupid joke (I mean I hope it's just a joke). But that's a good question, how will you make it Share this post Link to post Share on other sites
KaRRiLLioN 0 Posted June 12, 2005 Actually you can go above 13k if you setPos above that mark. Â I've messed around with it before when trying to simulate space and OFP doesn't seem to care. Â There might be a false "barrier" at 13k that would prevent you from climbing higher, but I've not tested it. Spec, another thing you'll definitely want to do is in the NamedProperties of the building, set them to DestructNo and you can also set that in the Config, but for them to not destruct on the island, you'll need to set it in the named properties. Â If those buildings are destroyed, it'll probably lag to hell because of the horrible destruction simulation that OFP does on buildings. For Geo LOD, Jakerod and Korax's idea is the correct one. For Res LOD's I would set a far LOD like 100 or 200, I can't remember which, and remove the model from it completely so the buildings aren't even drawn out that far. Â You might have some pop-up but it should also decrease lag quite a bit. One idea to simulate a "planet" is to put triggers in your missions (obviously you can't do this in the wrp) at the edges of the island areas and then have them setpos anything that enters them to the polar opposite of the island to simulate going around the planet. GL! Share this post Link to post Share on other sites
stakex 0 Posted June 12, 2005 But space travel, from planet to planet can only be done through Campaigns. Â Campaigns have a branching feature, so depending on the players actions, the Campaign will take you a different direction than just a linear, in-order campaign.Basically, you will be given a "Lightspeed" Option, where you can Jump to Lightspeed to the different systems of the Galaxy. Say right now I'm in the Naboo sector. I open up my Lightspeed option, and I select "Lightspeed to Coruscant". Â The Lightspeed effect will happen, (probably done through O2 modeling and scripting) So basiclly it is going to be a knock off, of the way they did it in "Star Wars Galaxies: Jump to Lightspeed"? It should be pretty good for OFP (provideing you guys pull it off), but for Galaxies it sucked. Share this post Link to post Share on other sites
Daniel 0 Posted June 12, 2005 If you get anywhere near what you aim to do, it'll be awesome! Good Luck! Share this post Link to post Share on other sites
BlackScorpion 0 Posted June 12, 2005 I've used setpos and put alot of stuff to 30000 metres... Boy it was a long fall! Share this post Link to post Share on other sites
wipman 1 Posted June 13, 2005 Hi, i've try with addons planes that have aftherburner and they can't climb above 13000m; so if you're above that height and fly below it, u couldn't get back over the 13000m barrier. The helicopters can't get there unless u setpos 'em above that height; i've make some quick trys and this is what i can say: Report-in: i almost forget it... this mod looks great, that video it's really surprisingly. Share this post Link to post Share on other sites
SpecOp9 0 Posted June 13, 2005 Ahhhh I understand now, Jakerod and Korax, thanks for your idea, there is a 100% chance I'll use it @stakex - Yes I guess you could say that. Â This is basically Tier One of trying to create Space Travel and Combat. Â If this doesnt work, we'll try Tier Two, etc etc. Â We also have to look forward to what Armed Assault and OFP2 will have to offer. @KaRRiLLioN and gandalf the white - I was thinking for the Altitude, a script could be made where if the player reaches a certain altitiude, it teleports him right back to the top of the map. @ gandalf - Crashing into anything won't be possible, there is a black sphere textured with high-res stars that follows you around everywhere you go, horizontal and vertical. Â If the person decides he wants to try and crash into the actual floor, a script could teleport him back to the highest point of the map, and the space sphere along with him. In my mind, I think it's possible, because so far - so good, everything I have tried so far is working (knock on wood) I'm not really 'promising' space combat, I'm just promising it's someting everybody at the Star Wars mod would really love to work on to make possible ALSO We are obviously changing the mod name to something a little less flat. Â So if anybody has any ideas for a TITLE that may sound good for a Star Wars based mod, please feel free to post your idea, we might use it if we like it. Let's just say we want to avoid any Imperial entanglements with LucasFilms. Share this post Link to post Share on other sites
KaRRiLLioN 0 Posted June 13, 2005 A Galaxy at War mod BTW, heres the link to the Millenium Falcon and Speeder bike with fixed scripts, etc. As stated in a previous post, the Speeder can go over water and has a laser now. ftp://addons:corn@208.63.124.254/mfalcon.zip Share this post Link to post Share on other sites
SpecOp9 0 Posted June 13, 2005 That link doesnt seem to want to activate for me Share this post Link to post Share on other sites
KaRRiLLioN 0 Posted June 13, 2005 Hmm, that's odd. I've confirmed the link works from 2 different connections. Try this link: ftp://addons:corn@209.193.133.66/mfalcon.zip Share this post Link to post Share on other sites