FOOD FIGHT! ...A concept for an insane-healthy weaponmod!
Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
This is looking awesome. I love the idea.
Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
I can't wait to play this! I love the idea, can't believe no one thought of it before!
- rohitggarg
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
Well... tried making a bread ammo but i am not able to figure out a way to fix some wierd thing happening.. As soon as i go far, the mesh breaks up and kinda dissapears ..
Can someone have look maybe??
Can someone have look maybe??
- Feralidragon
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
It's not weird. I saw the import directives, and it's normal that to happen.
An extra line in the directives is needed to keep that from happenning:
Between:
You need to add:
Making it:
By default, when you import any mesh into UT, its "strength" is set to 1.0 by default. Strength is the property in the mesh import that defines the default LOD of the mesh, basically, on what distance it should morph and start to hide polys so the engine can keep it up when you have too many meshes in view.
Strength value goes from 0.0 to 1.0.
Strenght = 1.0 will make the mesh morph and hide polys as soon as you start walking away from it, Strenght = 0.0, it will never morph and hide polys, no matter how distant you are from it, and although this sound good, it will impact on the engine performance a lot, so just set strength to the value you find best (0.5 should be good enough for ammo though).
The LOD of the mesh can also be set through the property LODBias, but this value is only tweakable after import (as I have detail settings in my pack, I import most of my models with strength = 1.0, and adjust the LODBias instead for the level of detail on the pack settings).
Unlike Strength, the bigger the value of LODBias, bigger the detail of the mesh on distance, and afaik it doesn't have a real limit, although 8.0 should suffice for "full detail" even for strength=1.0 meshes.
An extra line in the directives is needed to keep that from happenning:
Between:
Code: Select all
#exec MESH IMPORT MESH=Bread ANIVFILE=MODELS\Bread_a.3d DATAFILE=MODELS\Bread_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Bread X=0 Y=0 Z=0
Code: Select all
#exec MESH LODPARAMS MESH=Bread STRENGTH=0.5
Code: Select all
#exec MESH IMPORT MESH=Bread ANIVFILE=MODELS\Bread_a.3d DATAFILE=MODELS\Bread_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=Bread STRENGTH=0.5
#exec MESH ORIGIN MESH=Bread X=0 Y=0 Z=0
By default, when you import any mesh into UT, its "strength" is set to 1.0 by default. Strength is the property in the mesh import that defines the default LOD of the mesh, basically, on what distance it should morph and start to hide polys so the engine can keep it up when you have too many meshes in view.
Strength value goes from 0.0 to 1.0.
Strenght = 1.0 will make the mesh morph and hide polys as soon as you start walking away from it, Strenght = 0.0, it will never morph and hide polys, no matter how distant you are from it, and although this sound good, it will impact on the engine performance a lot, so just set strength to the value you find best (0.5 should be good enough for ammo though).
The LOD of the mesh can also be set through the property LODBias, but this value is only tweakable after import (as I have detail settings in my pack, I import most of my models with strength = 1.0, and adjust the LODBias instead for the level of detail on the pack settings).
Unlike Strength, the bigger the value of LODBias, bigger the detail of the mesh on distance, and afaik it doesn't have a real limit, although 8.0 should suffice for "full detail" even for strength=1.0 meshes.
- rohitggarg
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
Wow.. thanks for the description Ferali works like a charm.. 0.2 is what i have used.
- GenMoKai
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
This wasnt 100% what was in the idea, but i thought it would be a cool idea for a melee weapon
[youtube]8pPv_Z5DE4I[/youtube]
Cheers!
[youtube]8pPv_Z5DE4I[/youtube]
Cheers!
EAT THOSE FRIGGIN BANANAS !!!!!
1000 MPH Studios MAY NOT play any ut99.org community mappack 2 map without George W. Bush explicit permission
- rohitggarg
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
Wooohooo the pan thing is awesome ... I would prefer to get the pan from my back instead of below, dunno how to do that maybe but lets suppose that a better place to keep the pan is some holster attached to your back
Can you do that change maybe??
Hey and one more thing, just add another animation for doing nothing i.e. idle mode in which the hand rolls the pan shud look awesome
Can you do that change maybe??
Hey and one more thing, just add another animation for doing nothing i.e. idle mode in which the hand rolls the pan shud look awesome
- papercoffee
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
I agree with rohitggarg... maybe the normal melee attack a little bit faster combined with a first back swing out of the screen...
I explain:
you grab the pan and hold it more lax in your hand ...if you hit the fire button the player swing the pan out of the screen (up right) and strike down, again out of the screen (down left).
...if you hit the alternate fire button the player swings the pan to the left out of the screen ...now you do a backhand drive. The alternate fire should be like the alternate fire of the Impact-hammer.
As we talked about the backhand drive should be able to hit projectiles back if you don't miss the timing.
PS.: I got some UV maps from the weapons ....I can texture it. *joy*
I explain:
you grab the pan and hold it more lax in your hand ...if you hit the fire button the player swing the pan out of the screen (up right) and strike down, again out of the screen (down left).
...if you hit the alternate fire button the player swings the pan to the left out of the screen ...now you do a backhand drive. The alternate fire should be like the alternate fire of the Impact-hammer.
As we talked about the backhand drive should be able to hit projectiles back if you don't miss the timing.
PS.: I got some UV maps from the weapons ....I can texture it. *joy*
- GenMoKai
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
oki, then i need a story board i think for this one... hard to imagine what to do next... sounds like Tennis... and i hate Tennis
EAT THOSE FRIGGIN BANANAS !!!!!
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- papercoffee
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
GenMoKai wrote:hard to imagine what to do next... sounds like Tennis... and i hate Tennis
OK I'll do one storyboard.
- papercoffee
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
Here the glove texture ...
Maybe ...more Space-style or robot-style??
Maybe ...more Space-style or robot-style??
- GenMoKai
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
looks great! When im back home i check it out
EAT THOSE FRIGGIN BANANAS !!!!!
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
how about the frying pan's normal fire is just a swing.
and with the altfire you can block incoming projectile's / food
and with the altfire you can block incoming projectile's / food
- papercoffee
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
Rakiayn wrote:how about the frying pan's normal fire is just a swing.
and with the altfire you can block incoming projectile's / food
papercoffee wrote:the backhand drive should be able to hit projectiles back if you don't miss the timing.
- rohitggarg
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Re: FOOD FIGHT! ...A concept for an insane-healthy weaponmod
Hmm, good replacement for impact hammer i see .. ill try to figure out the code maybe.. While coffee can figure out the textures