Self-Lit damageable mushrooms: discuss
#1
Posted 30 June 2010 - 01:01 AM
@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.
#2
Posted 30 June 2010 - 01:20 AM
Fidcal, on 30 June 2010 - 08:01 AM, said:
@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? :)
#3
Posted 30 June 2010 - 01:32 AM
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 :)
#4
Posted 30 June 2010 - 05:49 AM
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.
#5
Posted 30 June 2010 - 06:19 AM
Fidcal, on 30 June 2010 - 12:49 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.
Quote
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.
#6
Posted 30 June 2010 - 06:57 AM
Tels, on 30 June 2010 - 12:19 PM, said:
#8
Posted 30 June 2010 - 08:11 AM
Fidcal, on 30 June 2010 - 01:57 PM, said:
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).
#9
Posted 30 June 2010 - 08:20 AM
Quote
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.
#10
Posted 30 June 2010 - 08:49 AM
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
#11
Posted 30 June 2010 - 08:57 AM
#12
Posted 30 June 2010 - 10:45 AM
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.
#14
Posted 30 June 2010 - 01:27 PM
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.
#16
Posted 30 June 2010 - 02:28 PM
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.
#17
Posted 30 June 2010 - 05:44 PM
Quote
I just noticed this on Komag's site:
Operation Cat Squash
:laugh: :laugh: :laugh: :laugh: :laugh:
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.
#20
Posted 01 July 2010 - 12:13 AM
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
#23
Posted 01 July 2010 - 05:06 AM
#25
Posted 01 July 2010 - 11:09 PM
Choo!

Sign In
Register
Help


MultiQuote




