Commander View

Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
So, looking at those official maps there's a lot of junk attached to the ceiling that blocks the commander view. So much so I don't know how he could ever see without throwing the keyboard across the room. Are we going to be able to hide this stuff or should I not decorate the ceiling?

Comments

  • RazorRazor Join Date: 2010-02-23 Member: 70695Members
    As long as you don't have a vertical face or a slanted one with the face facing up in the middle of the room then I can't see there being much of a problem.
  • antarezantarez Join Date: 2003-08-20 Member: 20018Members
    i think it will be possible to make things invisibe for commander...
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Considering it's their <b>own</b> engine and we had a "func_seethrough" in ns1, I wouldn't bother thinking much about this problem.
  • TSSTSS Join Date: 2010-05-11 Member: 71716Members
    Still he has a point. Not just for props on the ceiling but walls as well, at some point you'll need to draw a face or another. Also i wonder if the view will be 100% top down or slightly tilted for a better perspective. And in either case, the distance to the most top face.

    The thing that concirns me more is wallwalking tbh. NS1 didn't have too much detail (yay for previous millenium technology), But if ya ran into a beam on the cieling ya had to move down and forward instead of walking over it like you would with a beam on the floor. i wonder how the skulks are going to run across all those obsticals and what the tolerance will be.

    But considering there will be an alpha and beta before release i wouldn't worry about it too much. Just try to fill time with every other thing you can do in the editor :p
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    I hope there is some way of making faces invisble and not solid to the commander view as well as the props.
  • Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
    <!--quoteo(post=1772414:date=May 26 2010, 04:37 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ May 26 2010, 04:37 PM) <a href="index.php?act=findpost&pid=1772414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Considering it's their <b>own</b> engine and we had a "func_seethrough" in ns1, I wouldn't bother thinking much about this problem.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, but I don't want to go through all the trouble of making the roof messy only to find out I have to go back and delete it all if we can't hide things.
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    don't worry about it. Just be smart and don't build playable ground or objects over the top of other playable surfaces, especially near tech and resource points. aesthetics like beams pipes and such could be made transparent.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    Yes, the plan is that you will be able to select certain faces and props and set them to be invisible (or semi transparent). So, pipes, girders, and walls, etc. will all be able to be set by the mapper so that the commander view is not obstructed.

    Can't give a definite ETA, but it should be coming fairly soon.

    --Cory
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks for the the offical confirmation. That'll help to plan things further.

    I've just noticed that semi-transparent already works on props very far away.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    originial discussion :
    <a href="http://www.unknownworlds.com/forums/index.php?showtopic=103038&hl=view" target="_blank">http://www.unknownworlds.com/forums/index....038&hl=view</a>

    I've always felt that the way a commander sees things in NS really limited more interesting level design, especially ceilings, they are usually limited to a flat surface with little bits of of details here and there other wise it starts blocking the commanders view. (you can make them entities and make them invisible to the commander, but with tiny entitiy limits it doesnt help)

    So i've thought of a really easy to way which mappers could use to determine what the commander isn't able to see.
    It would work similarly to many of the other functions like room names etc,
    You just cover what area you don't want the commander to see inside this special red brush and then ingame it doesnt appear for the commander.

    E.G.
    In the pic below there is a room with some pipes, but they are blocking the commanders view. The mapper covers them with the red brush and recompiles the map. The pipes, the ceiling, and the top parts of the walls do not appear in the commanders view.

    <img src="http://img84.imageshack.us/img84/7485/commanderviewswp1.jpg" border="0" class="linked-image" />



    edit: of course this is something that would need to be programmed in with the FGD so the game and editor know what the red brush does.

    I think that this could lead to much more complex and interesting level designs, especially when it comes to ceilings. You could even have vents above hallways that skulks could hide in, layers of pipes in tall ceilings that lerks could perch on etc etc and all without interfering with the commanders ability to see.
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    <!--quoteo(post=1772586:date=May 28 2010, 04:44 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ May 28 2010, 04:44 PM) <a href="index.php?act=findpost&pid=1772586"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, the plan is that you will be able to select certain faces and props and set them to be invisible (or semi transparent).

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    what about faces on props? given the complex nature of some of the props.. and the unorthodox angles we're using them at :P
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    schkorpio the editor is real-time WYSIWYG, so you don't need a FGD or to compile the level. It's processed at run time as you load it in-game.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    Only problem with that idea, ns2 does not have brushes ^_^.
  • TSSTSS Join Date: 2010-05-11 Member: 71716Members
    just give me a special layer that's invisable to the commander, which gets processed on runtime. I'll manually select what faces and props i want and don't want showing ^^
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    <!--quoteo(post=1772586:date=May 28 2010, 08:14 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ May 28 2010, 08:14 AM) <a href="index.php?act=findpost&pid=1772586"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, the plan is that you will be able to select certain faces and props and set them to be invisible (or semi transparent). So, pipes, girders, and walls, etc. will all be able to be set by the mapper so that the commander view is not obstructed.

    Can't give a definite ETA, but it should be coming fairly soon.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    AWSOME
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    edited May 2010
    <!--quoteo(post=1772603:date=May 28 2010, 06:30 AM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ May 28 2010, 06:30 AM) <a href="index.php?act=findpost&pid=1772603"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Only problem with that idea, ns2 does not have brushes ^_^.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually, if you create a face and then extrude it, it groups all vertices/edges/faces together. Double clicking on a face will select everything in that group. Its not the same as a brush, I know, but it actually works fairly well.

    <!--quoteo(post=0:date=:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio)</div><div class='quotemain'><!--quotec-->Stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->

    While I've always been a fan of UnrealEngines Volumes, I think setting the "Hide from Commander View" option and then adding that prop/face to a "HIDDEN FOR COMMANDER" layer would work out just as well.

    <!--quoteo(post=0:date=:name=TSS)--><div class='quotetop'>QUOTE (TSS)</div><div class='quotemain'><!--quotec-->just give me a special layer that's invisable to the commander, which gets processed on runtime. I'll manually select what faces and props i want and don't want showing ^^<!--QuoteEnd--></div><!--QuoteEEnd-->

    The Spark .level files are filled with data that the game doesn't need and doesn't even use apparently. Layers are probably one of them, and when/if the format is released, tools will exist to strip the unneeded data out to protect the map from being edited). Adding a reliance on a single special layer, I think would be a mistake.
  • Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
    <!--quoteo(post=1772586:date=May 28 2010, 01:14 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ May 28 2010, 01:14 AM) <a href="index.php?act=findpost&pid=1772586"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, the plan is that you will be able to select certain faces and props and set them to be invisible (or semi transparent). So, pipes, girders, and walls, etc. will all be able to be set by the mapper so that the commander view is not obstructed.

    Can't give a definite ETA, but it should be coming fairly soon.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thank you, I'm going to go make a mess of my ceiling.
  • BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
    <!--quoteo(post=1772614:date=May 28 2010, 08:28 AM:name=TSS)--><div class='quotetop'>QUOTE (TSS @ May 28 2010, 08:28 AM) <a href="index.php?act=findpost&pid=1772614"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->just give me a special layer that's invisable to the commander, which gets processed on runtime. I'll manually select what faces and props i want and don't want showing ^^<!--QuoteEnd--></div><!--QuoteEEnd-->

    Funny you should mention this. The way it will (most likely) work is actually with the new grouping system. The engine is being set up to recognize certain hard-coded group names and treat them specially on map load. Kurt's already made functionality to create clip brushes in this manner though it's still being tested. Any faces in a group that is named CollisionGeometry are rendered invisible in-game but still collidable. Likely in the near future we'll have a hard-coded name like CommanderInvisible or, probably in the not so near future but hopefully someday, CommanderOpacity25, CommanderOpacity50, etc.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1774206:date=Jun 10 2010, 02:50 PM:name=BreadMan)--><div class='quotetop'>QUOTE (BreadMan @ Jun 10 2010, 02:50 PM) <a href="index.php?act=findpost&pid=1774206"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Likely in the near future we'll have a hard-coded name like CommanderInvisible<!--QuoteEnd--></div><!--QuoteEEnd-->


    sounds like a super hero :P
  • TSSTSS Join Date: 2010-05-11 Member: 71716Members
    I thought something like that ^^.

    Sounds sweet. But then i do wonder, how long after this is in can we expect to see commander view in the engine test? I don't need to build anything at all, it can be a blacked out menu for all i care i just wonder what it looks like in gameplay terms so i can modify geometry in my map :p Same with wallwalking really. I know it's done when it's done but, i be curious ^^.

    Besides i figured out how to deal with level over level parts in my map yesterday so i'm eager to test it :p
  • tetsu0tetsu0 Join Date: 2010-05-08 Member: 71670Members
    All this sounds fantastic!
Sign In or Register to comment.