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Red Faction : [RED] Editing : Rotating+turning train? |
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Sephiroth_RIC |
Posted 22nd Mar 2012 1:53pm |
L4Y Member Post 303 / 381
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I'm planning a level design and feeling pretty ambitious. I'm pretty sure I've seen it done. I was wondering if someone can explain to me how I may get a small single cart train which can go around corers on a track. Thanks to anyone who may help |
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Spikey2005 |
Posted 22nd Mar 2012 4:23pm |  |
L4Y Member Post 2070 / 2126
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Its going to be very difficult to do, may not work the way you expect it, but its do-able.
You need to start off with the keyframe that will rotate the cart first.
Then you make the keyframe of the path it follows.
All is left to do is timing the rotation.
It will work perfectly in Single Player, but Multiplayer, nope.
When me and Goober were working on a Single Player mod called Half-Life Faction, I stuck a rotating tram at the beginning, just like in the original Half-Life.
It wasnt very easy to do, but I managed to pull it off. The only problem you will encounter is that if the player is touching the walls of the tram, then they can pass through them because RF's engine was not designed to handle rotating movers when the player touches the walls with their sides, but there isnt any issues with the floor rotating.
To get around this problem, what you should do is place an invisible floor that the player walks on while in the tram, and is not connected to the rotating keyframe. Only connect the invisible floor to the trams path. Make this invisible floor bigger than the tram itself so that its kind of square shaped. When the tram rotates, it will cover the whole square invisible floor, so there is no scare of the player falling off the tram under his feet.
The only issue you are left with is the walls, which cannot be fixed.
Hope that explains it.
Ask for more info if you do not understand what I said . |
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Beatonator  |
Posted 22nd Mar 2012 8:26pm |
Post 3608 / 3716
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Spikey, could you not use the same solution for the walls, except have the invisible wall move in and out depending on roughly where the rotating wall is? It wouldnt be exceptionally accurate but it could be achieved. |
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!) |
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Spikey2005 |
Posted 22nd Mar 2012 11:49pm |  |
L4Y Member Post 2071 / 2126
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Not exactly. If more than one rotating keyframe is made, then all you need to make sure is that the key is in the centre of the tram, not the outside of the tram. Remember that the rotation takes place from the location of the keyframe. If the keyframe is in the centre, then the tram will rotate properly from the centre. If the keyframe is outside the tram, then the tram will rotate in a fasion as if it was turning wide.
Quoting Beatonator |
Spikey, could you not use the same solution for the walls, except have the invisible wall move in and out depending on roughly where the rotating wall is? It wouldnt be exceptionally accurate but it could be achieved.
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Nah, it will still have the same effect if they are rotating. |
Check me out on Youtube
www.youtube.com/themudkiphut |
Modified Mar 22nd, 11:51pm by Spikey2005 |
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Beatonator  |
Posted 23rd Mar 2012 9:12am |
Post 3609 / 3716
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I know RF has a bad issue with movers but thought it was worth mentioning it... I guess you could always have invisible walls the route of the tram/train which stops the user going out of bounds. Obviously it would be difficult to stop them intersecting during rotations in the corners.
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Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!) |
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Sephiroth_RIC |
Posted 23rd Mar 2012 11:18am |
L4Y Member Post 304 / 381
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I would like to look at it Jimblow but i just get the error page every time on this website. it was a night mare just trying to post this. 
CENSORED sake another error when i press submit. |
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Spikey2005 |
Posted 23rd Mar 2012 11:52am |  |
L4Y Member Post 2072 / 2126
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When I was doing the Half-Life Faction Tram, I managed to only put in 2 areas that rotated the tram. The first one was when the tram moves down a lift into a canyon area. This means the tram was rotating as moving down. I found that this worked easier than moving the tram forwards.
The second part was the tram going over the leakage of biohazard waste, when it entered a tunnel, it turned in the tunnel. So it was moving forward as it rotated. I found this way a bit challenging.
I think I might still have the mod on my computer. It was never finished, but I would be more than happy to upload it somewhere if anyone would like to look at it or continue it. Me and Goober kind of lost interest a long time ago .
Quoting Beatonator |
I know RF has a bad issue with movers but thought it was worth mentioning it... I guess you could always have invisible walls the route of the tram/train which stops the user going out of bounds. Obviously it would be difficult to stop them intersecting during rotations in the corners.
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Beat, I can see where your coming from, but you would still collide with the walls. Maybe get stuck in them too . You could use this method for a tram moving straight, but it would be pointless. If you stick invisible walls where the Windows are, then it stops the player from getting out . But there is no need for invisible walls on movers anymore, thanks to someones trick with cutting brushes. This seems to allow semi transparent textures to work on movers, like Windows. Its a fantastic find.
Ric, if you would like me to have a look and give you some advice, msg me on MSN at some point. I finish work today at 5:15pm.
Now im going back to fixing crappy computers for Hewlett Packard .
Laters. |
Check me out on Youtube
www.youtube.com/themudkiphut |
Modified Mar 23rd, 11:58am by Spikey2005 |
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Sephiroth_RIC |
Posted 23rd Mar 2012 2:37pm |
L4Y Member Post 305 / 381
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delays dont work in multi-player without a when_dead event or something right? i want a delay to work where a player can trigger it them self more than once. |
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Spikey2005 |
Posted 23rd Mar 2012 11:01pm |  |
L4Y Member Post 2074 / 2126
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Thats correct. |
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Sephiroth_RIC |
Posted 24th Mar 2012 11:51am |
L4Y Member Post 307 / 381
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cool thanks ice I totally forgot about that. You can also add inside time in the trigger which may work in some cases. |
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Sephiroth_RIC |
Posted 31st Mar 2012 10:59pm |
L4Y Member Post 313 / 381
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This is not the train I was asking the question for. but this is a train I am putting in one of my maps. Which will be on Deccos Custom Maps server. If you haven't been on that server yet. i urge you to check out the maps! 
Just wanted to show a quick sneak peak.
Spike made all the brush work. I textured it 
I asked spike, since he's a master of the train! to craft me this baby back in 2006. It's been sat on my old hard drive ever since and I feel so bad about that.
Texturing it took along time because of the amount of faces. I'm not going to say how many because if Goober knew.. lets just say, he'd go insane lol.
Oh and just a final note. This isn't a copy or imported. its was built from scratch by Spike.
There is also a carriage too.
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READ FOCTION!!! |
Modified Mar 31st, 11:11pm by Sephiroth_RIC |
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Spikey2005 |
Posted 1st Apr 2012 2:42pm |  |
L4Y Member Post 2076 / 2126
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Doh! Picture aint working lol. |
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Sephiroth_RIC |
Posted 1st Apr 2012 3:15pm |
L4Y Member Post 315 / 381
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works for me, ill try another site with a more recent picture.
the maps still very much a work in progress.
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READ FOCTION!!! |
Modified Apr 1st, 03:24pm by Sephiroth_RIC |
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Spikey2005 |
Posted 1st Apr 2012 4:53pm |  |
L4Y Member Post 2077 / 2126
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Ah, I see it now. OOOO!!!!!!!!!!! OMG! that looks amazing.
I recon I could get the amount of faces down on that if you like? I could also try making it more texture friendly too.
My skills in the art of Carving have improved, thanks to Goober, a long time ago, when he introduced how the feature worked. I can carve out really good brush work. But it all depends on how detailed you want it. |
Check me out on Youtube
www.youtube.com/themudkiphut |
Modified Apr 1st, 11:18pm by Spikey2005 |
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Beatonator  |
Posted 2nd Apr 2012 8:27am |
Post 3611 / 3716
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Surely carving the existing train object will increase the number of faces Spikey2005?
Or do you mean, starting from scratch and using the existing as a scale/template?
I would hazard a guess that would work out better. |
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!) |
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Spikey2005 |
Posted 2nd Apr 2012 10:31am |  |
L4Y Member Post 2078 / 2126
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Quoting Beatonator | Surely carving the existing train object will increase the number of faces Spikey2005?
Or do you mean, starting from scratch and using the existing as a scale/template?
I would hazard a guess that would work out better. |
Start from scratch and use the existing as a template Beat . |
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