Trees -dragonxp's project
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Trees -dragonxp's project
Oh God my brain hurts from this thread.
Guys, making a tree would be INCREDIBLY complex and difficult to make. Imagine all the parts it has to have, and then imagine how every part would have to update itself relative to the sections above/below/next to/whatever it. I for one only have a basic grasp of the Lua attachables method, and that can get pretty laggy with only updating one attachment. Now throw in 10 or maybe even 20 attachments that all constantly check for and change position relative to the other parts, and you get some nasty lag. Or so it would seem to me.
But you know, props to you for trying. Maybe you can come up with something halfway decent. I dunno. But good luck.
*EDIT* Ninja'd by TLB.
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Sat Feb 27, 2010 6:32 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Trees -dragonxp's project
Since this is my undertaking, currently I'm thinking of attaching a attachable to a MOSRotating, then on the attachable attached to this i attach another attachable.
Sorry i cannot think of anyway to make it bend.
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Sat Feb 27, 2010 6:46 am |
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rikimaru509
Joined: Sun Feb 07, 2010 10:33 am Posts: 96
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Re: Trees -dragonxp's project
i agree with you and thanks for the luck.
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Sat Feb 27, 2010 6:47 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Trees -dragonxp's project
If you're just going to do branching attachables, then I suggest you make the main object everything attaches to a root system, and then you should have that NOT be pinned, but rather a child object of a buyable terrain object which cuts out the terrain where the roots will be.
Maybe you could make some of the root tips attachables too for more partial destruction, but don't overdo it because those attachables wont really work to root the main object in place.
Basically I'm saying you should do all this to make the rooting work most realistically with gravity.
Also be prepared for cah-razzy collisions.
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Sat Feb 27, 2010 6:54 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Trees -dragonxp's project
So now that this is back online... @whitty That was sorta the general consensus. Incredibly difficult, mostly useless, massively laggy, but possible. technically. @dragonxp Glad you've taken this over. somebody with outstanding modding capacity will only barely register on the possibility scale here
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Sat Feb 27, 2010 7:33 am |
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rikimaru509
Joined: Sun Feb 07, 2010 10:33 am Posts: 96
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Re: Trees -dragonxp's project
anybody got any ideas that i can work on? i gave up and left to you guys with the trees. anything will do.
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Sat Feb 27, 2010 8:08 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Trees -dragonxp's project
to get a feel for things, why dont you try playing with some of the normal stuff, like making more equpment for the browncoats?
by the way, you've really cleaned up your english! good job!
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Sat Feb 27, 2010 8:26 am |
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rikimaru509
Joined: Sun Feb 07, 2010 10:33 am Posts: 96
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Re: Trees -dragonxp's project
Thank you.How do i make new equipment? You mean like new sprites and then overwrite the ones in the game? heres a few of my sprites. Im not that good but im trying.ive got flae thrower from halo 3,hunter torso, and l4d supply crate(completed when i was bored).
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Sat Feb 27, 2010 8:34 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Trees -dragonxp's project
If you don't know how to, just look in the files of cortex command and figure out how it works.
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Sat Feb 27, 2010 9:35 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Trees -dragonxp's project
I think adding a little dirt on the main root would work, as in the root isn't pinned but its anchored into the dirt.
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Sat Feb 27, 2010 5:38 pm |
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