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Self-Lit damageable mushrooms: discuss

#1 User is offline   Fidcal 

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Posted 30 June 2010 - 01:01 AM

Ideally we want a new entity for mushrooms that 'burst' (disappear) when damaged and new skin to indicate these; maybe stripy or blotchy or something. Ideally they want to look swollen like they are ready to burst. Perhaps that can be simulated with bright spots. I think there is something wrong with the current lit mushroom skins anyway. As I recall I set up skins so they looked 'self-lit' but they don't do so now.

@Tels: perhaps you can input how to set up these entities. Is it just a damage response to itself? Do they need to be given 'health' or is it a just a matter of 'hiding' them or removing them in a damage response? These entities should of course also include the light set up like the other custom lights which also wants removing when damaged. A 'plop' or 'bursting' sound would be good too.

I think these might replace all the lit mushrooms which somehow I've been noticing don't look properly self-lit yet I remember doing skin versions quiet some time ago. But do we want both types? Maybe. Perhaps there are situations when we want to choose lights that cannot be extinguished but these need to be easily distinguished.
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#2 User is offline   Tels 

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Posted 30 June 2010 - 01:20 AM

View PostFidcal, on 30 June 2010 - 08:01 AM, said:

Ideally we want a new entity for mushrooms that 'burst' (disappear) when damaged and new skin to indicate these; maybe stripy or blotchy or something. Ideally they want to look swollen like they are ready to burst. Perhaps that can be simulated with bright spots. I think there is something wrong with the current lit mushroom skins anyway. As I recall I set up skins so they looked 'self-lit' but they don't do so now.

@Tels: perhaps you can input how to set up these entities. Is it just a damage response to itself? Do they need to be given 'health' or is it a just a matter of 'hiding' them or removing them in a damage response? These entities should of course also include the light set up like the other custom lights which also wants removing when damaged. A 'plop' or 'bursting' sound would be good too.

I think these might replace all the lit mushrooms which somehow I've been noticing don't look properly self-lit yet I remember doing skin versions quiet some time ago. But do we want both types? Maybe. Perhaps there are situations when we want to choose lights that cannot be extinguished but these need to be easily distinguished.


Nice idea. Doom has "breakable" lights, so you can do:

* create a light, give it the model of the "bshroom" (make sure the model has materials that don't cast shadows, as the light is inside the model)
* give it health (like 10).
* give it a "broken model". You could set it to "" and it would hide itself, or use a model which is basically just the base of the bshroom plus some "blotches" that are left over.

I think that should be all, if you hit it, it breaks, turns of the light, and switches the model.

Maybe it would be nice to add some buzzing flies automatically to it, but these can be normally attached via def_attach.

If you want, I can make you an example entity.

entityDef atdm:breakable_mushroom
{
 "inherit" "atdm:light_base"
 "model"   "/model/mushroom"
 "broken"  "broken/model/here"
 "health"  "10"

 // normal light spawnargs here, 
 // sound (small almost silent burbling/bubbling you hear when you get close)
 // particle etc
}


If you want the mushroom spawn some things when it bursts, give it "def_flinder" spawnargs, look at the breakable kitchen bottle how to do this. It could f.i. spawn a few particles that fade away over time.

You get bonus points if the mushroom releases a tear-gas cloud, too :)

Edit: I find it funny that you *always* first think of Stim/Response to set something up :D With TDM, in most cases the spawnargs are already enough, or a small 2-liner script could accomplish what you want. Probably a Dromed relict? :)
"Remember: If the game lets you do it, it's not cheating." -- Xarax
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#3 User is offline   Tels 

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Posted 30 June 2010 - 01:32 AM

There is also this:

http://modetwo.net/d...Break_up_script

But I am unsure if it works and I think it isn't even needed. But just in case :)
"Remember: If the game lets you do it, it's not cheating." -- Xarax
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#4 User is offline   Fidcal 

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Posted 30 June 2010 - 05:49 AM

OK thanks Tels. We don't have any suitable broken model at present so I'll keep it simple and focus on getting the basic entity and skin. Someone might improve on it later.

So because this is a light with a model we can automatically just use the normal light spawnargs I guess, brightness, colour and radius etc. That makes it easier. I'll do a range of colours with suitable defaults.
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#5 User is offline   Tels 

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Posted 30 June 2010 - 06:19 AM

View PostFidcal, on 30 June 2010 - 12:49 PM, said:

OK thanks Tels. We don't have any suitable broken model at present so I'll keep it simple and focus on getting the basic entity and skin. Someone might improve on it later.


Yeah, but you could also create a simple model from brushes, and use the ASE exporter from rich to export that to ASE.

Quote

So because this is a light with a model we can automatically just use the normal light spawnargs I guess, brightness, colour and radius etc. That makes it easier. I'll do a range of colours with suitable defaults.


Yep, thats it :) You might even create a small light texture with a soft shadow (basically a darker "blob" under the model) or maybe we already have one.
"Remember: If the game lets you do it, it's not cheating." -- Xarax
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#6 User is offline   Fidcal 

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Posted 30 June 2010 - 06:57 AM

View PostTels, on 30 June 2010 - 12:19 PM, said:

Yeah, but you could also create a simple model from brushes, and use the ASE exporter from rich to export that to ASE.
haha! good one Tels. :laugh: I can only spare a few hours for this whole task, including checking what's wrong with the existing self-lit skins so no chance to explore modelling, texturing, etc.
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#7 User is offline   OrbWeaver 

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Posted 30 June 2010 - 07:31 AM

I think the mushroom lights making a sound is a great idea. They could even make a nice "splat" when you step on them, like the glowing grubs in HL2: Episode 2.
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#8 User is offline   Tels 

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Posted 30 June 2010 - 08:11 AM

View PostFidcal, on 30 June 2010 - 01:57 PM, said:

haha! good one Tels. :laugh: I can only spare a few hours for this whole task, including checking what's wrong with the existing self-lit skins so no chance to explore modelling, texturing, etc.


Erm, it is easy :) Just slap together a few brushes, run the exporter and you end up with an ASE. I can "cut" a mushroom in DR if you want :) Gimme a few minutes,but somebody else needs to run the script (my DR is hampered in that way still).
"Remember: If the game lets you do it, it's not cheating." -- Xarax
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#9 User is offline   Springheel 

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Posted 30 June 2010 - 08:20 AM

Quote

I think these might replace all the lit mushrooms which somehow I've been noticing don't look properly self-lit yet I remember doing skin versions quiet some time ago. But do we want both types? Maybe. Perhaps there are situations when we want to choose lights that cannot be extinguished but these need to be easily distinguished.


I don't think changing lights from non-extinguishable to extinguishable in previous maps is a good idea. It's certainly a lot more significant a change than making keys retroactively droppable.
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#10 User is offline   Fidcal 

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Posted 30 June 2010 - 08:49 AM

Springheel: They definitely cannot be changed in existing maps. In existing maps they are just models with a light placed above them and won't be affected by any new entity. Even if they were existing entities I would add new ones not change the old ones.

OK, Tels, how can you say something is easy when you've never done it in your life? You go ahead and make the mushrooms if it's that easy you can export properly textured models from DR that work immediately in Dark Mod in ten minutes. :laugh: I only need to do the def then. :P
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#11 User is offline   SneaksieDave 

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Posted 30 June 2010 - 08:57 AM

If it's not already the plan, I would recommend they not all be changed to be extinguishable, but instead just one type of them (gives the option to mappers). Of course, the difference between extinguishable and not (shape, size, whatever) should be distinguishable at a glance.
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#12 User is offline   Fidcal 

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Posted 30 June 2010 - 10:45 AM

That's exactly the plan.

The existing ones will remain unchanged.

New self lit entities will be made possibly like the existing ones but easier to use. They will not be extinguishable. They may look like the existing ones as far as the skins go but hopefully will look more erm... luminous.

New self lit, extinguishable entities will be made with new distinct skins (suggestions welcome) possibly completely new models.

If there are new models then possibly non-exinguishable versions will be made with different skins distinct from the extinguishable ones.
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#13 User is online   aidakeeley 

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Posted 30 June 2010 - 12:09 PM

Distinguishably extinguishable.
"A Rhapsody Of Feigned And Ill-Invented Nonsense" - Thomas Aikenhead, On Theology, ca. 1696
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#14 User is offline   nbohr1more 

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Posted 30 June 2010 - 01:27 PM

I'm giving you positive Rep for that one Aida :laugh:
I post the weird stuff, so you don't have to...

and

TDM The Best MOD. Period.

...

I believe that speculation and thought experiments occasionally yield valuable results and would recommend that more people speculate publicly. If this were done more often misconceptions would be cleared-up shortly and (more importantly) new ideas would be born. Please do not discourage speculation.
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#15 User is offline   SneaksieDave 

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Posted 30 June 2010 - 02:08 PM

Man. I cannot believe I didn't see that.
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#16 User is offline   nbohr1more 

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Posted 30 June 2010 - 02:28 PM

Yeah, I'm just in a good mood :)
I post the weird stuff, so you don't have to...

and

TDM The Best MOD. Period.

...

I believe that speculation and thought experiments occasionally yield valuable results and would recommend that more people speculate publicly. If this were done more often misconceptions would be cleared-up shortly and (more importantly) new ideas would be born. Please do not discourage speculation.
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#17 User is offline   nbohr1more 

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Posted 30 June 2010 - 05:44 PM

Quote

They could even make a nice "splat" when you step on them, like the glowing grubs in HL2: Episode 2.


I just noticed this on Komag's site:

Operation Cat Squash


:laugh: :laugh: :laugh: :laugh: :laugh:
I post the weird stuff, so you don't have to...

and

TDM The Best MOD. Period.

...

I believe that speculation and thought experiments occasionally yield valuable results and would recommend that more people speculate publicly. If this were done more often misconceptions would be cleared-up shortly and (more importantly) new ideas would be born. Please do not discourage speculation.
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#18 User is offline   Mortem Desino 

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Posted 30 June 2010 - 06:02 PM

OH! :( Well, if TDS can squish kittehs, so can WE, right???




:P
yay seuss crease touss dome in ouss nose tair
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#19 User is offline   Fidcal 

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Posted 30 June 2010 - 11:09 PM

If anyone knows a suitable sound we already have, perhaps in the doom assets, let me know as I'm pushed for time.
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#20 User is online   aidakeeley 

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Posted 01 July 2010 - 12:13 AM

Maybe "...... sound\levels\alphalabs4\crusher\ juiced.ogg"?

Or... "sound\levels\alphalabs2\ empblast_04.ogg"?

Or... "sound\levels\alphalabs1\ papercutter\al1_pc_bolt.ogg"?

Or..."sound\monsters\trite\ deathsplat_01.ogg

Or... "sound\monsters\vagary\ pain_right_arm_no_vo.ogg"

Or (too long & too cartoonish, but could be cropped) "sound\patd\turksquish22.ogg"

Or most of these "sound\xian\gibs"

And of course there are these... "sound\ed\zombie_commando\ squishes"

This post has been edited by aidakeeley: 01 July 2010 - 12:52 AM

"A Rhapsody Of Feigned And Ill-Invented Nonsense" - Thomas Aikenhead, On Theology, ca. 1696
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#21 User is offline   Fidcal 

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Posted 01 July 2010 - 02:47 AM

Thanks. I'll check those out later.
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#22 User is offline   OrbWeaver 

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Posted 01 July 2010 - 03:33 AM

Never mind squashing cats, I'm still waiting to be able to blackjack rats. Or even better, step on them.

If none of the Doom 3 splat sounds are suitable I can probably knock one up from some chopped vegetables or something.
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#23 User is offline   Fidcal 

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Posted 01 July 2010 - 05:06 AM

Thanks. I'm also wondering if this should be an outward explosion rather than a squash. We need to think why are these different from normal mushrooms, lit or otherwise? What might define these is that they are swollen with spores or maybe just rotten and enough impact causes them to burst out and fragment. This might be how the player recognizes them - because they are swollen.
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#24 User is online   aidakeeley 

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Posted 01 July 2010 - 05:24 AM

All this talk of engorged mushrooms exploding is making me very uncomfortable.
"A Rhapsody Of Feigned And Ill-Invented Nonsense" - Thomas Aikenhead, On Theology, ca. 1696
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#25 User is offline   rich_is_bored 

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Posted 01 July 2010 - 11:09 PM

Ah... Ah... Ah...






Choo!
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