[INFO] Proposal-Thread

User avatar
Shadow
Masterful
Posts: 743
Joined: Tue Jan 29, 2008 12:00 am
Personal rank: Mad Carpenter
Location: Germany
Contact:

Re: [INFO] Proposal-Thread

Post by Shadow »

your idea is easy to realize, the only effort is to make destructed versions of the meshes of the decorations, the basic script and stuff is no problem, so I will consider implementing it into the sdk :)
Image
User avatar
Dr.Flay
Godlike
Posts: 3347
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK
Contact:

Re: [INFO] Proposal-Thread

Post by Dr.Flay »

WOW !
I didn't expect such a positive reaction, so quickly !
To be honest I have been wondering why no one has made a stand-alone mod or mutator, as it has been built into the Infiltration mod for years.

I don't think it uses any custom animations (though I am using an old version of UT Infiltration).
e.g. In the version I'm using it uses the wooden box/crate anim and sounds for the destruction of trees.
User avatar
Shadow
Masterful
Posts: 743
Joined: Tue Jan 29, 2008 12:00 am
Personal rank: Mad Carpenter
Location: Germany
Contact:

Re: [INFO] Proposal-Thread

Post by Shadow »

Ha ha, why didn't you expect that? I'm always open for ideas and this IS the idea thread... so any good, realizable and comprehensive idea may be potentially implemented into the SDK.

yeah I'm wondering about a lot of things too, like no one, except Dots and me, is doing some heavy native/c++ engine hacks and such stuff

well but back to topic..

every good idea which is implemented will be credited by name of it's creator in the documentation files
Image
User avatar
>@tack!<
Adept
Posts: 338
Joined: Sat Apr 17, 2010 4:51 pm
Personal rank: lol?

Re: [INFO] Proposal-Thread

Post by >@tack!< »

I dont know if it is implemented already but....
Can you add the ability to rotate textures on the HUD?
User avatar
Shadow
Masterful
Posts: 743
Joined: Tue Jan 29, 2008 12:00 am
Personal rank: Mad Carpenter
Location: Germany
Contact:

Re: [INFO] Proposal-Thread

Post by Shadow »

Not yet, but I thought on including it with a next update for the Post Processing System, it's defintely worth implementing it. Good idea though ;)
Image
User avatar
Delacroix
Adept
Posts: 300
Joined: Thu Mar 25, 2010 6:00 pm
Personal rank: UMS R&D CEO

Re: [INFO] Proposal-Thread

Post by Delacroix »

I once saw an ivy generator plugin for Blender or sth somewhere in here. This begs for an idea: how about implementing growing and ageing plants into the SDK?
User avatar
Shadow
Masterful
Posts: 743
Joined: Tue Jan 29, 2008 12:00 am
Personal rank: Mad Carpenter
Location: Germany
Contact:

Re: [INFO] Proposal-Thread

Post by Shadow »

Hm, not difficult, if you get the meshes and animations..
Image
User avatar
Dr.Flay
Godlike
Posts: 3347
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK
Contact:

Re: [INFO] Proposal-Thread

Post by Dr.Flay »

Groovy idea! just like the Nali fruit plants.
dixEEh
Average
Posts: 51
Joined: Sat Dec 17, 2011 5:41 pm
Location: Den Haag, Nederland
Contact:

Re: [INFO] Proposal-Thread

Post by dixEEh »

yea, these actuallly grow as well ;D
BP4 » Xan Mk.2 & WarBoss Dark Editions : Download Here! Happy 2012!
CTF-SanctumRedux nwCTF map in Quakestyle textures : Download Here! Happy 2020!
DM-RMC-SkaarjArena My Entry to the Ridiculous Mapping Contest : Download Here! Happy 2021!
User avatar
Shadow
Masterful
Posts: 743
Joined: Tue Jan 29, 2008 12:00 am
Personal rank: Mad Carpenter
Location: Germany
Contact:

Re: [INFO] Proposal-Thread

Post by Shadow »

Hm ok I like the Idea as well, but, Delacroix, crevion mentioned that you could've meant a procedual vegetation system (my first thought: powered by vertex/geometry shaders), so do you mean that or a controlled animation system?
Image
User avatar
Delacroix
Adept
Posts: 300
Joined: Thu Mar 25, 2010 6:00 pm
Personal rank: UMS R&D CEO

Re: [INFO] Proposal-Thread

Post by Delacroix »

Actually both. I'd like to see plants grow at a predefined rate, but have it customizable on certain levels. :) IDK if that's what you mean by 'procedural' vegetation system and the other thing.
User avatar
Dr.Flay
Godlike
Posts: 3347
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK
Contact:

Re: [INFO] Proposal-Thread

Post by Dr.Flay »

Expanding on this concept would be great for single play, monsterhunt, or strategy based maps.
User avatar
Shadow
Masterful
Posts: 743
Joined: Tue Jan 29, 2008 12:00 am
Personal rank: Mad Carpenter
Location: Germany
Contact:

Re: [INFO] Proposal-Thread

Post by Shadow »

Then make me models...
Image
User avatar
Dr.Flay
Godlike
Posts: 3347
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK
Contact:

Re: [INFO] Proposal-Thread

Post by Dr.Flay »

15-20 years ago I would have been happy pixel-pushing and making models all day long, but I changed from working the creative side of things, to the tech support side, as I was forever getting distracted by fixing other peoples code and graphics. Now I teach and fix peoples working-practices! (Oh, the joys of being OCD).

Unfortunately, there is no way I can produce a high enough quality model to keep me happy (I am far too fussy) :(
I'm already spending most of my limited spare-time reading tutorials, and tinkering with various bits of the editor and engine.

Cinema4D was my last use of a proper 3D program, way back in 1999!
I think for now, unless anyone steps up as a keen modeller/animator, imported prefabs etc. would be all I could get my head around (I am only now just learning about this).

As long as the frame-work is there (or kept in mind), can they not be just added at any point like mutators or normal models ?
If so, then maybe Delacroix can draw some sketches of what he has in mind. Someone may either know of suitable PD models, or be inspired to sculpt something.
Post Reply