Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: KARMA on December 14, 2001, 05:01:00 am
-
well maybe its only a stupid idea, and i don't know if it will be of some use for me since we work at this mod in 4 and we all are newbiews so we proceed really but really slow, but...
i was thinking at the zero-g troopers of xwa...
TO create a zero-g model and make it flyable will not be so difficult, of course, but.....
what about to use it to assault an enemy ship?
i mean.....to fight INSIDE a ship
Obviously the result will never be at the level of a decent first person shooter, but since there will be no gravity, simulation won't be so bad i think, the only problem is to realize interiors of the ship, obviously there will be only a little number of low detailed rooms, no powerups, no doors, the mission will start already inside the ship.....
but....
-
This makes me think of one thing. Blowing up the reactor in the Death Star. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/devil.gif)
-
Wouldn't this take MASSIVE polys?
-
Originally posted by Unidan:
Wouldn't this take MASSIVE polys?
Multiple red alerts to seperate environments?
-
Originally posted by aldo_14:
Multiple red alerts to seperate environments?
hmm, from my experience with the indoor structures made for my descent project (funny, it comes often around that, when I post, these days...), having a red alert quite often isn't that bad idea (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
You think colissions aren't bad in FS2? well, in a close environment, it's deadly. you bump, bump and bump, then die.
That would prevent players from getting mad coz they died after 40 kilometers of slalom in a structure (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
-
Yeh, red alerts are neat for lots of things, because they preserve the status of the mission. That's handy when you want to maintain continuity while creating a new environment... or an extension of a current one.
-
You could control the # of polys by using sexp's to 'activate' and 'deactivate' regions (collections of rooms) based on thier proximity to the player(s). Just make all of the regions seperate models and have them enter play 'docked' to one another as needed.
------------------
I told you that It ("http://www.jskgames.homestead.com/files/home.html") would be done by November, well, mostly anyway...
I'm working on something new... shhhhh, it's a seceret.
-
I've thought of doing that before, like maybe inside a partially constructed (sp?) Orion. Curiousley, the idea occured to me right after watching Star Wars: Episode VI (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
-
Theres the RF Freespace mod.
-
What like this?
(http://www.adamantpacified.org/grafix/inside.jpg)
-
Heh, PVI Karnak. Loved that thing.