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 Dirt Modules [Ramps] 
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Joined: Sat Oct 10, 2009 3:03 am
Posts: 6
Location: Trade Star's Orbital Platform
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Post Re: Dirt Modules
I love this set. One suggestion.
If you make the stair modules, make them ramps instead. Stairs are hard to make from dirt.


Wed May 26, 2010 7:27 pm
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Joined: Mon Jun 01, 2009 6:14 pm
Posts: 40
Location: In the middle of a giant mitten
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Post Re: Dirt Modules
I have used this mod a little bit, and it looks pretty good.

I would agree that ramps would make more sense than stairs.
If you have to have stairs, go with dirt ramps with simple wooden steps


On the subject of cave ins.
I happened to think about one mod I found a while back (Midas?) that might give interesting inspiration for cave ins.
The mod had weapons and bombs that created 'gold', in chunks and bits.

I also recall a mod (forget which one) with a weapon/tool that fired bricks.

It occurred if this could be done with gold, or bricks, why not try something with dirt and clumps of dirt or even rocks?

Would it be possible to do something similar to what is achieved with the Midas mod, and the brick shooting weapon? But instead have dirt particles in addition to chunks/clumps of dirt and little bits of rock be generated by what might equate to one or more invisible downward aiming 'sprayers'?
The chunks of dirt, and any 'rocks', could have a fair bit of weight to them, to add a bit of impact to anything caught in the cave in, or at least knock down actors to increase the risk of them getting buried alive.

It might make sense to have it be a sequence of sorts, with a central point having little come down before adjacent points then be created to start to dumped out dirt as the middle one then has a rapid increase in speed and volume of dirt, dirt chunks and small rocks followed by the adjacent ones then having the rapid increase.
Maybe also a basic, invisible 'digger' effect aimed upward, to give the appearance that the area above had collapsed downward.

The only downside might be a bit of lag, but it might be able to provide a somewhat realistic, and potentially deadly, effect without actually tossing in any 'instant kill' particles.

On a related idea, would it be possible to make a few items that might fit in with the style of the modules?

Some 'blocks' of dirt, as a dirt counterpart to concrete blocks, to help full in gaps, or for making basic obstacles.
Also, a module of solid dirt, to help 'patch' possible mistakes when a dirt module misplaced or when accidentally placing the wrong one, or just to add a bit of extra dirt for some reason.
A wall and short barricade of dirt, perhaps with wooden sides. Just something for basic obstacles, with the barricade providing some basic cover
If possible, how about a wooden door/gate of some sort?

Other ideas for traps.
Since there are wooden supports, how about traps that drops lots of lumber/wooden planks (or full blown logs or stacks of support beams) onto someone? Or rip off Indiana Jones, and have one that drops a big (non-rolling?) rock on some poor clone or dummy.
How about a pitfall trap? Could be a place to put a mine or other thing one would not want to fall on, or perhaps be used so an actor falls through and lands in a lower tunnel.

Crates marked TNT... if we are going to have possible mining style tunnels, we might as well toss in old crates of things that explode... perhaps in a cave in area... perhaps it can hold really old, delicate explosives with a 'hair trigger' that might go off with the slightest impact... :twisted:


Wed Jun 02, 2010 8:16 pm
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Joined: Mon Jun 15, 2009 4:02 pm
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Post Re: Dirt Modules
Thanks for the extensive feedback, I've pretty much finished ramps, and I've also actually made a decent start on proper collapse effects.

I'm still not one hundred percent sure on how I'll handle the actual mechanics of the collapse, but I'm sure I'll figure something out.
As for solid patches of dirt, I like the idea and they should be trivial to implement.

Instead of dirt 'blocks', perhaps wooden crates or beams would be more stylistically pleasing?

The rock and lumber traps sound interesting, though I'd probably only implement one of them, as they would have pretty much the same function.
Pitfall trap sounds excellent, I'd be quite tempted to make it a weight based trap, but that might just be really annoying.

Yes to stupidly volatile TNT crates.


Wed Jun 02, 2010 11:47 pm
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Joined: Wed Feb 10, 2010 4:06 am
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Location: Comox, BC, Canada
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Post Re: Dirt Modules
And spikes. Don't forget the spike traps.


Thu Jun 03, 2010 12:32 am
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Joined: Wed Dec 26, 2007 4:25 am
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Location: Hopefully in front of a gaming platform of some kind
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Post Re: Dirt Modules
Quicksand trap. Improbable, but unique and hilarious.


Thu Jun 03, 2010 12:43 am
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Post Re: Dirt Modules
After a burst of initial motivation, which completed ramps, and slightly (very slightly) improved the collapse tunnel, I am lazy again.
Download in the OP.


Fri Jun 04, 2010 11:16 pm
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Post Re: Dirt Modules
Nice, but are you going to do something about the cheesy tunnel collapse?


Sat Jun 05, 2010 12:29 am
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Joined: Wed Mar 10, 2010 8:36 pm
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Post Re: Dirt Modules [Ramps]
I have a GREAT IDEA!!!:)
for the quicksand trap...Wait for it.....
NOW!!!!!!!!!!!

make a pit of sand texture...then turn it into a bunker module....make it made out of water instead of sand...Then use codes from the regenerating wall mod (if he lets u) and make it regenerate about 10 seconds after someone steps in it!


Good idea or wat?


Fri Sep 10, 2010 2:58 am
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Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
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Location: Constant motion
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Post Re: Dirt Modules [Ramps]
Um... scripting for it would be a nightmare. You might as well just use Akblabla's water, you won't get any better in the near future.


Fri Sep 10, 2010 4:58 pm
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Joined: Sun Jul 25, 2010 2:52 pm
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Post Re: Dirt Modules [Ramps]
One of the best mods on forum 8/10(Really 3 games and 1 mod maded it to 10/10 in my opinion so this is great even if only 8!)

Only better colapsing, falling in trap, ramps and we have 10/10 for me!


Sat Sep 18, 2010 9:41 pm
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Joined: Tue Nov 02, 2010 6:29 am
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Post Re: Dirt Modules [Ramps]
It's time to make a VietCong Tunnel network on pointy mountain! Great mod!


Fri Nov 05, 2010 2:42 am
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Joined: Wed Dec 22, 2010 9:13 pm
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Post Re: Dirt Modules
Grif wrote:
if your tunnel supports are made of terrain

you can't walk through your tunnel

christ am I the only one to use logic here


We don't have to have real life physics.


Fri Dec 24, 2010 1:48 am
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post Re: Dirt Modules [Ramps]
Good thing that's not what he's talking about.


Fri Dec 24, 2010 5:46 am
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Joined: Mon Jun 28, 2010 3:54 am
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Post Re: Dirt Modules
rditto48801 wrote:
I also recall a mod (forget which one) with a weapon/tool that fired bricks.

I think it is MDC


Sat Dec 25, 2010 5:37 am
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