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Author Topic: Surroundings  (Read 888 times)
Zen
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« on: February 09, 2009, 08:30:52 AM »

 Whats a good way to cover up the sides of my world so that there is something to look at,but my player won't fall off the edge
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Squat
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« Reply #1 on: February 09, 2009, 02:56:43 PM »

Kinda hard with no info. You can use invisible walls. You can raise the terrain into cliffs. You can wrap it in a box using a skyline texture...forrest texture. You can use fences, beware of dog signs, Cars, Doors, Trees, Bushes, BarbedWire, Piles of dead cats, horse heads, Waffle Irons, make the area kill you, drown you in jello, change you into a pink tutu. Change your name to Christopher Columbus and let you ride the waterfall.

It all depends on your theme, setting, story, atmosphere and feel. If you're riding on the back of a giant turtle carrying 3 giant elephants, you may not have to worry about it.

I'll tell you what I'm doing...chicken wire...around the whole yard's fence. I do have airplanes in my game, that will be able to fly outside that zone if not restricted. My plan is to kill you. I was hoping to have a hawk eat you.

You might get some better help if you give a hint as to the setting. In actual response, I'm debating between showing a whole neighborhood or putting the house in the middle of a cornfield. This is considering I can't justify invisible walls for aircraft...I need stuff that will hold up when you go out there but before you're eaten.
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pixel_legolas
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« Reply #2 on: February 09, 2009, 03:02:34 PM »

a big McDonalds house....but then all players want to enter...
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hikmayan
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« Reply #3 on: February 09, 2009, 06:06:19 PM »

My two cent:
You said "there is something to look at,but my player won't fall off the edge"
Well,you are talking about two different situations though; a player can look at something from distance "x" ;the question now is, do you want to give the player access to distance "x" or not?;the player fall-off the edge because no ristrictions are set.You have to decide based on your overall project layout.No one in the Forum knows how your project is layout...there are many options to consider "use invisible walls" as suggested by squat;which is one of the best method out there...I use it a lot...but with your imaginations,you can come up with other approaches to do this. Smiley
« Last Edit: February 09, 2009, 06:08:08 PM by hikmayan » Logged

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Zen
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« Reply #4 on: February 09, 2009, 09:11:53 PM »

I meant as Squat suggested, right now i'm doing the Vibe 2k course aka fantasy. I thought about raising the hills and I tried putting 4 big walls around the terrain but I was still falling off.

I want to eliminate falling off, but I want walls that don't take away from the games overall look.

Sorry for giving little info before hand I'm still a sad little noob  Cry
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BigDaz
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« Reply #5 on: February 10, 2009, 12:33:06 PM »

If you are creating invisible walls, it should be noted that if you set the object to invisible in the editor it turns off its collision properties so the player will be able to walk through them. Instead you can set the texture of the object to transparent in the surfaces editor, so you can't see it but still collide with it.
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Squat
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« Reply #6 on: February 10, 2009, 01:43:13 PM »

The only problem with that method is that the ray-casting still detects the surfaces, even though it's transparent. So you can't shoot through it.

To get a truly invisible wall that stops your physics base, but is invisible completely to ray-casting, you need to comment out the part of the .OPR that loads the object itself...after you've set up the collision object.

Here's one of my invisible wall .OPR files

Quote
OPRP

//~ LoadObject Editable Stationary Box24.box

AddCollision Default
CollisionType Box
CollisionBoxSize 7.216000 0.209000 4.384000
CollisionCenter -0.766000 0.646000 1.292000
CollisionTransformIndependently 0
CollisionMass 0
CollisionMassOffset 0.000000 0.000000 0.000000
CollisionFriction 1
CollisionBouncyness 0
CollisionBounceVelocity 0.1
CollisionGravityEnabled 1
CollisionDrag 1
CollisionBuoyancy -1
CollisionGroups 1

//~ CastShadow 0
//~ ReceiveShadows 0
//~ VisibleInReflections 0
//~ EnableLightMap 0
//~ CastLightMapShadow 0

//~ EditSurface Default
//~ SurfaceBlendMode Normal
//~ SurfaceBlendOperation Add
//~ SurfaceDiffuseMap
//~ SurfaceNormalMap
//~ SurfaceSpecularMap
//~ SurfaceDetailMap
//~ SurfaceShaderSpec
//~ SurfaceShaderEnabled 1
//~ SurfaceFlags
//~ SurfaceTextureFlags
//~ SurfaceSpecular 0
//~ SurfaceShinyness 128
//~ SurfaceDetailAmount 0
//~ SurfaceDetailMapScale 1
//~ SurfaceTextureAnimLayers 1
//~ SurfaceTextureScale 0 1.000000 1.000000
//~ SurfaceTextureOffset 0 0.000000 0.000000
//~ SurfaceTextureAnim 0 0.000000 0.000000
//~ SurfaceTextureStep 0 0.000000 0.000000
//~ SurfaceWaveParams  0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
//~ SurfaceNormalMapScale 1
//~ SurfaceDisplacement 0
//~ SurfaceNormalOffset 0
//~ SurfaceNormalMapIntensity 1
//~ SurfaceLuminosity 0
//~ SurfaceDiffuse 1
//~ SurfaceTransparency 0.61
//~ SurfaceTranslucency 0
//~ SurfaceColor 255 255 255
//~ SurfaceDrawOrder 0
//~ SurfaceNoDebugOverride 0
//~ SurfaceAlphaTestThreshold 127

//~ EditSurface Default
//~ SurfaceBlendMode Normal
//~ SurfaceBlendOperation Add
//~ SurfaceDiffuseMap
//~ SurfaceNormalMap
//~ SurfaceSpecularMap
//~ SurfaceDetailMap
//~ SurfaceShaderSpec
//~ SurfaceShaderEnabled 1
//~ SurfaceFlags
//~ SurfaceTextureFlags
//~ SurfaceSpecular 0
//~ SurfaceShinyness 128
//~ SurfaceDetailAmount 0
//~ SurfaceDetailMapScale 1
//~ SurfaceTextureAnimLayers 1
//~ SurfaceTextureScale 0 1.000000 1.000000
//~ SurfaceTextureOffset 0 0.000000 0.000000
//~ SurfaceTextureAnim 0 0.000000 0.000000
//~ SurfaceTextureStep 0 0.000000 0.000000
//~ SurfaceWaveParams  0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
//~ SurfaceNormalMapScale 1
//~ SurfaceDisplacement 0
//~ SurfaceNormalOffset 0
//~ SurfaceNormalMapIntensity 1
//~ SurfaceLuminosity 0
//~ SurfaceDiffuse 1
//~ SurfaceTransparency 0
//~ SurfaceTranslucency 0
//~ SurfaceColor 255 255 255
//~ SurfaceDrawOrder 0
//~ SurfaceNoDebugOverride 0
//~ SurfaceAlphaTestThreshold 127

Do NOT comment out the header: "OPRP"
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Zen
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« Reply #7 on: February 10, 2009, 05:29:15 PM »

Appreciated guys thanks for help and time
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