Author Topic: Polygon Suggestions  (Read 2640 times)

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Offline frosty

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Polygon Suggestions
« on: August 10, 2010, 01:20:53 pm »
Breakable: good for setting up breakable fortress gates and windows, etc,  basically breakable polys have a set amount of HP which is set in polyworks as the person making the map sets the HP for each as he/she puts the poly in the map, when the HP goes to 0, the poly completely dissappears (broken), players can walk through where the poly was only after it breaks, and its unable to be broken again until that map is played again

Teleporter: Set one poly down, then set another and you can "link" them in polyworks, what this does is, whatever touches it, is warped to the next linked poly, everything passes through, you cant stand on it or there will be a massive loop, but as whatever it is starts to pass through (maybe gets near middle of poly) gets warped to the next poly moving at same speed, maybe someone tried a slingshot bounce jump or something (hey this might make some fun climber maps :D) to get on to something on the other side

this brings a few questions, what exactly does the glass poly do ( i think it was a "glass" one)? its only seethrough, ive tested it and it doesnt break like my suggestion does ??? also how do u make teleports? like ive seen in some maps released here for 1.4.2?

anyways, post your Poly Suggestions here
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DarkCrusade

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Re: Polygon Suggestions
« Reply #1 on: August 10, 2010, 01:23:19 pm »
Completly forget breakable polygons. It's not going to happen.

Glass polygons are "only player colliding" polygons with an opacity lower than 100.

Teleporters sound reasonable enough to be implemented.

Offline frosty

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Re: Polygon Suggestions
« Reply #2 on: August 10, 2010, 01:26:26 pm »
Completly forget breakable polygons. It's not going to happen.

Glass polygons are "only player colliding" polygons with an opacity lower than 100.

fair enough

[offtopic]sounds like glass makes things more interesting in INF type maps, and maybe some DM ones [/offtopic]
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Offline L[0ne]R

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Re: Polygon Suggestions
« Reply #3 on: August 10, 2010, 02:35:22 pm »
It depends on how you want them to be implemented. Sure we can't have something as complex as destructible environments in Bad Company 2, but the basic way I see this working is like this:


Several polygons are grouped into one object (let's say it's 2 polygons that together make a box), which would have a certain amount of HP (or a timer or script) and multiple states. By states I mean something like frames in a GIF image. You could set different positions and properties of those polygons for each state. So in the end you would get something like this:

[State 1]: a rectangle that's blocking the way inside a building.
- When that rectangle takes # amount of damage, switch to:
[State 2]: shape and position of the polygons are altered so it looks like the rectangle is bent.
- When rectangle's HP reaches 0 switch to:
[State 3]: all polygons in the rectangle are set to fully transparent and don't collide with anything. The door is destroyed.

And to avoid extreme lag if someone makes an entire map from such polygons - there could be a limit on the amount of polygons with states. But even with a few of those there are endless possibilities for interesting maps.

Example: an INF map where you have to breach the door before you can reach the flag, and where you can open up an alternative route by destroying a console somewhere on the map.
Or a duckhunt map where red team has to jump on platforms that disappear sometimes.



By the way, moving polygons could be made in a similar way. Only thing different would be that transition between states would have to be smoother, and its length customizable. Collision settings would need to be reworked though. :S

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Teleport polys - F12, nothing more to say. Current way of making them is rather limited and buggy (you cant always control the teleport distance, and you can only teleport up). I'm not sure how it works, but I think it's a LOT of polygons stacked together in the same spot, like bouncy polys, except their height is 0 (basically they look like 1 pixel line instead of triangles).

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If you're curious, I made a similar thread a long time ago, it has some other polygon-related suggestions:
http://forums.soldat.pl/index.php?topic=35344.0
« Last Edit: August 10, 2010, 02:55:45 pm by L[0ne]R »

Offline frosty

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Re: Polygon Suggestions
« Reply #4 on: August 10, 2010, 07:49:01 pm »
reading your thread gave me another idea, Loner

my idea is

gravometric Poly: that is, a poly which can Push every object above it up, according to the antigrav specified, say you set it to -10, the objects, players, bullets, everything will be slowly pushed up, but their travelling speed isnt affected, not sure if this is possible (yet), but will allow someone to have the poly below ground, then some gfx, so the effect will work even through existing polygons, also the Push direction and distance of Push is adjustable as well as push force, but default direction is directly up, Push Distance is the distance within the effect takes place

this will allow to make awesomely wierd space combat type maps where bullet paths are affected by SpaceShip Thrusters and whatever someone might come up with

i do know that in some other game like crysis and whatnot, you can set anti gravity parts, where everything in the direction that its facing is affected, but nothing else is, so maybe it might just be possible, i know, different games have different code engines, but since we can change server gravity, im sure theres a way to add gravity multipliers to certain polygons

maybe its not that simple, but, just an idea
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Offline xan22

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Re: Polygon Suggestions
« Reply #5 on: October 27, 2010, 04:36:52 pm »
i just wish there were doors and elevators

Offline Dr.DR4IG

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Re: Polygon Suggestions
« Reply #6 on: October 27, 2010, 06:09:18 pm »
Concerning breakable polygons, They don't have to be 'breakable' persay, One could add 'extra' polys to a building or land which have some sort of 'on hit' clause. When the poly takes any/some/whatever damage, Change the collision state/opacity/behaviour of said poly. Voila, Fake geomod or breakable walls at the sacrifice maybe of extra polys, Unless of course one COULD remove them entirely from game.
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Offline Monsteri

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Re: Polygon Suggestions
« Reply #7 on: October 28, 2010, 07:46:11 am »
In TW or Storymode it could work, but not any other way.
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Offline Dr.DR4IG

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Re: Polygon Suggestions
« Reply #8 on: October 28, 2010, 11:14:29 am »
In TW or Storymode it could work, but not any other way.

 Instead of saying 'It doesn't work' perhaps some explanation as to why so a solution could be thought up?
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Offline JohnnyFong

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Re: Polygon Suggestions
« Reply #9 on: January 09, 2011, 12:24:03 am »
In TW or Storymode it could work, but not any other way.

... or rewrite the whole terrain system?  ;D

It may sound a huge amount of work (it is!) and reimplementing the system may seem reinventing the wheels. but the system can be rewritten in a more gentle manner, part by part  i.e. build a new map format in one small release (1.5 to 1.6 for example). Then we will (after a whole lots of updates) get a flexible, updated terrain system that can scale with future development. Then we can get any features we want with it.

The only con for doing this I can think of, though, is that the current map format will not work with a new system and a lot of time has to be spent creating maps for a new system.

off topic: btw this is my first post here. I just found this game on the internet and was completely hooked up with it! I want Soldat to get better and more popular.
« Last Edit: January 09, 2011, 12:26:59 am by JohnnyFong »

Offline Monsteri

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Re: Polygon Suggestions
« Reply #10 on: January 09, 2011, 01:34:39 am »
Quote
off topic: btw this is my first post here. I just found this game on the internet and was completely hooked up with it! I want Soldat to get better and more popular.
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