Journal #5720

Posted 15 years ago2009-04-03 16:44:20 UTC
This is one of those things that are destined to fail on the first try. The entire ship is an entity, many entities infact. All are set to move with the hull which is a func_pendulum set with properties from my test chamber where I ran multiple tests to get the effect working properly. Thing is, I've got no idea if it will even allow me to compile the piece of entity. This verson of the tall ship will be for Spirit, a SP version detailed to maximum.

I'm all set to go for a compile though. I just thought to write this up as a laugh for complete failure.
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8 Comments

Commented 15 years ago2009-04-03 17:01:23 UTC Comment #59231
Holy freaking cowshit. D:
Expect unforseen consequences is all I can say.
Commented 15 years ago2009-04-03 17:12:52 UTC Comment #59233
The holy freaking cowshit failed as expected. The rotation caused errors with coplanar faces / outside world brushes. To fix this I just rotated it back to what it used to be. This however will make me go back to the drawing board entity wise as it will now only rock towards one direction instead of both.

Its compiling as I write this...

If someone has any ideas on how to make an object rotate on the X axis about 10 to 15 degrees to both of its sides and keep on repeating that cycle forever, would be a BIG help. SInce I cant rotate the ship without breaking it.

And I just noticed that the compile is over, with the compilator not showing a single error I'm begining to doubt the lighting, most likely fullbright or something... oh well, off we go to see the holy freaking cowshit in game.
Commented 15 years ago2009-04-04 00:07:59 UTC Comment #59230
No one should doubt your ambition, at least.
Commented 15 years ago2009-04-04 02:53:08 UTC Comment #59232
heh cool! = )

I'm interested just to see what it would "feel" like to be on the ship wehn rocking, like if you'd be able to move properly, or if you perhaps if you can notice the movement at all.

you could also try doing this with a simpler mockup of the ship for testing purposes...
Commented 15 years ago2009-04-04 04:33:03 UTC Comment #59234
It somewhat works now, I just need to make multiple func_pendulums instead of one. Or tie the entire ship into one pendulum, that however would prevent me from adding doors and other gadgets.

You could walk in the ship fine btw ;) and you definately notice the rocking. Due to there being only one pendulum and the origin of it was located at the helm, every other model and ladder / separate func_wall entity was not synchronize with the hull, meaning they all lived their own lives. What I need to do now is to make more pendulums, most likely from invisible brushes and place them in the map in various places where I noticed a huge difference.
Commented 15 years ago2009-04-04 13:55:59 UTC Comment #59236
Can't you make the sea, sky ect func_pendulums instead? or would that no achieve the effect your going for?
Commented 15 years ago2009-04-04 14:07:15 UTC Comment #59229
You can set "lip" on pendulums, can't you?
Never mind.
Commented 15 years ago2009-04-04 17:58:49 UTC Comment #59235
The sea is a pendulum, or atleast is marked as move with with the pendulum currently in the map. Making the sea move doesn't make the ship rock however, it would just make the sea more realistic, which it already is.

I've managed to make the ship move as realistic as I can get it to. Most if not all the brushes are also moving as intended. THe remaining problem are models, which for some odd reason, are black, non texturized in the game. It may be a side effect of using the wrong entity for them, will test that soon.

I did have to remove the ladders that lead to the masts, perhaps I will redo that part later on when other aspects of the ship are working as intended, the ladders did not quite work with the current pendulum effect, they were invisible, I could see the AAAtrigger texture ingame and climb them at the same time.

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