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{W.I.P} Blast Door http://45.55.195.193/viewtopic.php?f=1&t=11107 |
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Author: | Seraph [ Fri May 02, 2008 1:27 pm ] |
Post subject: | {W.I.P} Blast Door |
Numgun pioneered the door-made-out-of-rocket, I took Thanatos' code and lololn00b's blast door sprites, mashed the two together to make a kickass door. Now we have actual doors, so I wish to convert this. It's technically converted into proper door form, only thing missing WAS getting the sensors right, but I moved the offsets a bit, and now it's taking a chunk out of the bunker module as it opens. I have exams for Uni now, so I can't spend any more time on this for a few weeks. Fix it, f*** it, flame it, whatever. Enjoy. |
Author: | Hobbesy [ Fri May 02, 2008 5:52 pm ] |
Post subject: | Re: {W.I.P} Blast Door |
I might take a crack at the offsets later this week. |
Author: | ppiksmada [ Fri May 02, 2008 7:59 pm ] |
Post subject: | Re: {W.I.P} Blast Door |
Could we get a quick picture of this thing? It sounds pretty cool. |
Author: | Dal [ Fri May 02, 2008 8:03 pm ] |
Post subject: | Re: {W.I.P} Blast Door |
What are the odds of that!? I just fixed this thing up for B20 myself this week, not counting some sensor issues. I'll see about mashing yours and mine together and posting it (hopefully soon). |
Author: | Dal [ Fri May 02, 2008 8:24 pm ] |
Post subject: | Re: {W.I.P} Blast Door |
Progress is being made, though is there any particular reason you weren't using the proper BGs in your rte? Edit: To get a release quality mod it's probably worth taking the last frame of the old animation and editing out the door so we can use the 'strings' as a background part of the motor/module. After checking it out sadly door motors only animate in one direction, so unless we can animate doors only when they're tripped, I guess we'll have to hide the strings. :/ |
Author: | Winterous [ Sat May 03, 2008 1:50 am ] |
Post subject: | Re: {W.I.P} Blast Door |
How is this different from a normal door? All I can tell is that it doesn't open. |
Author: | Foa [ Sat May 03, 2008 4:51 am ] |
Post subject: | Re: {W.I.P} Blast Door |
Its a dropship, open the doors and SHAAW ZAAM Pre19 Doors BIIIIIIIIIITCH! |
Author: | Seraph [ Sat May 03, 2008 11:48 am ] |
Post subject: | Re: {W.I.P} Blast Door |
Please take a bloody look at what I said, it's been converted but the sensors are buggered. Also, I ♥♥♥♥ with the offsets and now it's taking a chunk out of the bunker module. Also, Dal, If the motor is placed behind the Sliding part, then the strings will be behind the door and can then be animated. |
Author: | Grif [ Sat May 03, 2008 6:54 pm ] |
Post subject: | Re: {W.I.P} Blast Door |
I might be able to help with offsets. If the door's taking a chunk out of the wall when it starts to move, you need to fix the sprite offset. It's clipping into the wall and displacing it rapidly. As far as sensors: They draw a line. Follows the same axis directions as Sprite Offset and the like, and the second offset is how far from the FIRST offset the line will be drawn to. |
Author: | Dal [ Sat Aug 09, 2008 11:15 am ] |
Post subject: | Re: {W.I.P} Blast Door |
Yarr! I just got back to this one. :x The damn thing would be done if you could actually walk through it! (and if it gibbed properly, but right now that's an afterthought). This is Now if someone could tell me why the "air" in these sprites would be reading solid I would be momentarily grateful. The code's in the general request thread, if you want to see that. |
Author: | Dal [ Sun Aug 10, 2008 6:52 am ] |
Post subject: | Re: {W.I.P} Blast Door |
Alright then, until I or someone else can figure the cause of this bug, I'm releasing the door as is. Sometimes it gibs visibly and falls through the map, sometimes it disappears. Otherwise, the door is fully functional as long as you place an empty bunker background (2x2) over where you want to walk. So it's basically a tedious decoration, but the sensors work! |
Author: | Grif [ Sun Aug 10, 2008 6:55 pm ] |
Post subject: | Re: {W.I.P} Blast Door |
Okay people, you see this? This is me being nice to someone. Brace! Coincidentally I now reserve the right to be a total ass for the next week. Dal: The door sprite itself wasn't in palette. Normally this causes an error upon spawn, but some odd fragment of ADoor coding meant that it didn't. So, it now works fairly well. However, a small suggestion: thicken the concrete borders around the door motor. AI have a tendency to walk into and eventually through it and break down the door. |
Author: | Dal [ Sun Aug 10, 2008 7:12 pm ] |
Post subject: | Re: {W.I.P} Blast Door |
Grif, there are some rare times I love you (the sarcasm in the rocket gun thread wasn't bad either >.>). Thanks for catching that. I'll work on polishing the thing again. |
Author: | Dragster [ Mon Aug 11, 2008 4:26 pm ] |
Post subject: | Re: {W.I.P} Blast Door |
I saw the name of this thread and suddenly remembered an old map. I think the map was called "desert strike" or something like that. Anyway, it had a blastdoor protecting the brainroom. Of course the door didn't work back then, but now we have doors so technically it COULD work now if someone still has that map. |
Author: | uberhen [ Mon Aug 11, 2008 6:41 pm ] |
Post subject: | Re: {W.I.P} Blast Door |
Desert Strike used contour files; if you had the original bmps that were used to create the contours, converting it would take only a few minutes. Otherwise, you'd have to take screenshots of the entire map, stitch them together, and turn it into a MAT file. I can say from experience (Lunar Tomato B20) that this process takes too much time if you want the map to be exact. The good new is that I'm including the desert strike bunker modules in the next Mod Archive Pack, and the module with the giant door is in there. |
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