Scrolling terrain help Created 20 years ago2004-08-12 03:56:59 UTC by mik mik

Created 20 years ago2004-08-12 03:56:59 UTC by mik mik

Posted 20 years ago2004-08-12 03:56:59 UTC Post #50309
This is a map i'm making for CZ:Deleted Scenes.
The map will be a mission like the Train level in Soldier of Fortune 1, or SC:Pandora Tomorrow.

Basically there is a train (not made) running; but in reality the train will be the static part of the map, and the terrain is scrolling around it.
I have divided the terrain into 7 func_trains; there are 8 path_corner. All the terrain pieces have the same name, but a diffrent start point; when they're triggered they start moving.

Here is the problem: some pieces wait at the last path_corner, and some others, when reached the last (the 8th) path_corner dont go to the first, but at another point.

The terrain is triggered by a trigger_once near the player; move around a bit to start the terrain.

Help me, please.

Thanx

Mik
Posted 20 years ago2004-08-12 03:58:38 UTC Post #50310
Posted 20 years ago2004-08-12 04:06:57 UTC Post #50311
Posted 20 years ago2004-08-12 04:09:46 UTC Post #50312
Are the flags all set the same for each _corner?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 04:18:48 UTC Post #50315
Yes i have read the Verc article. And make a similar map. But in this article the rocks are less long than mine. My terrain goes from one edge of the mapsize to the another (i takes all the map lenght). I think that maybe is a bug in the func_train that cannot travel too long discances.

Anyway, if you can, download the map and take a look. I have not included the textures, but there are only 3-4 texture used; so you can quickly replace them.
Posted 20 years ago2004-08-12 06:09:59 UTC Post #50338
The strang thing is that Kiltron, a Ritual mapper, has made similar map (except for the fact that the terrain is a giant func_conveyor); and there is a func_train (the bridge) that goes from one edge to the other with no problem! :(
Posted 20 years ago2004-08-12 06:14:40 UTC Post #50340
now tbh, making a brush that goes from one end of the map to the other isn't a good idea in anybody's book.

the reason the verc rocks were smaller, is also the reason their map worked.
try sizing down your rocks.
Posted 20 years ago2004-08-12 06:27:02 UTC Post #50341
Err... but i need the entire map covered; otherwise it result a too short train. Maybe i can reduce the lenght of the terrain and split into 2-3 levels the train...
Posted 20 years ago2004-08-12 06:35:14 UTC Post #50343
This might be a dumb question and straying a little, but is it possible to teleport or anything so that you pass the same brushes continiously, a la Scooby Doo? Always wondered that.
Posted 20 years ago2004-08-12 06:47:02 UTC Post #50344
Theorically yes; and is the same ting Gearbox did for the intro in Opposing force (where you are on an osprey flying trough the canyons).
I think that there is a bug or something when a func_train travel too long (over the half of the map space).
Posted 20 years ago2004-08-12 06:50:29 UTC Post #50345
Aaaah...cool.

But if you want it to be a mission like SOF, then that would be no good for enemies.
Posted 20 years ago2004-08-12 06:54:17 UTC Post #50348
Why?

Anyway, i have looked also at the SOF map; but here only the train is made by brushes; probably the terrain is a model or something other.
Posted 20 years ago2004-08-12 06:57:15 UTC Post #50350
actually they used a little trick. they had models of the osprey you saw, and the alien ships, which were all tiny, making them seem far away.
and if this is a map for deleted scenes simply make your train over 2 or even three maps, that way you can have a damn long train. is the roof of the train going to be accisable. coz it'd be easier if you cldn't leave the trian at all.
Posted 20 years ago2004-08-12 07:06:59 UTC Post #50355
Either way, an example map would be nice when you're dont mik ;)
Posted 20 years ago2004-08-12 07:31:39 UTC Post #50362
i think soldier of fortune had a animating sky, just as one of those found in unreal tournament 2004 assault demo map
Posted 20 years ago2004-08-12 08:09:26 UTC Post #50366
still need the rocks to move :P
and hl's sky's look fine when the yare used how he wants, so i think if he can sort the rock sizes out he'll be fine
Posted 20 years ago2004-08-12 08:52:42 UTC Post #50378
I have finally found the solution. Simply, all the moving entities must be placed at the center of the map (coordinates 0, 0); when the level start, they spawn at the correct place.

Ok, thanx for all.

P.S. don't think that SOF have animated skys, this is a fetaure introducted with Quake 3.
Posted 20 years ago2004-08-12 08:55:51 UTC Post #50380
alternativley you could box an area (shudder) with the null texture and have the train being stationary. then simply have the background moving past the train, and when it gats out of visibility have it move in a circle back in front of the train.
Posted 20 years ago2004-08-12 09:21:42 UTC Post #50391
Yes, in fact, the train is stationary, while the terrain around is scrolling; nearly like a river.
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