Trigger Push + Outdoor Maps
Coroner
Join Date: 2003-09-18 Member: 20994Members
<div class="IPBDescription">just a little brainstorm I had at work</div> Every time Ive ever seen the topic of an outdoor map come up, one of the main reasons I hear against it is the fact that it would look strange seeing skulk walking along the skybox. So I was wondering if it would be possible/useful to use trigger_push along the sky of the maps so whenever you tocuh it you are throw straight down as if you "detached" and were falling.
Just a thought <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Just a thought <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
and some turrets to humans use against flyers aliens and onos.
In order to do out doors areas you need to scale up the textures if you intend to do a large outdoor area for performance reasons(lower w_poly) as you have no real time occlusion in HL, only a sort of precaching or what might be visible in other areas from the area you are in so pretty much the whole are will be drawn att any given moment.
Also, you can see into other areas through the sky if you are not careful(to see this effect go to eclipse and join aliens, go to marine spawn and climb up on that cylindrical glass dome thing and look down through the glass, you will see all that the engine thinks you can see but really shouldn't through the sky), this disturbs the illusion alot.
I am actually doing a small outdoor-ish area in a map right now(a 'fun' map). It's a holo room hive(this accounts for the arbitrary invisible ceiling), it will have the holoroom wall showing through in places and func_walltoggles going on and off randomly aswell as possibly some sprite effects to look like a slightly broken holoroom. Some of those walls showing through 'just happen' to make it impossible to look through the sky and see into the 2 corridors connecting the room to the rest of the map.(for consistency with it being a holo room I am pondering letting skulks climb the sky since it 'isn't really sky')