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MagusZero
Chaotician
(1858 posts)

jal wrote:
It's a pity those models are map made and not real models.


Very much so.

#Zebus

http://www.iamzeb.us
(1227 posts)

jal wrote:
It's a pity those models are map made and not real models.


If you want to code an entity that follows players it can see, we would all love it :P

Xanthus

Member
(221 posts)

#Zebus wrote:
jal wrote:
It's a pity those models are map made and not real models.


If you want to code an entity that follows players it can see, we would all love it :P


The turret already does this, just copy that part of the code and give it the camera model :P

#Zebus

http://www.iamzeb.us
(1227 posts)

Xanthus wrote:
#Zebus wrote:
jal wrote:
It's a pity those models are map made and not real models.


If you want to code an entity that follows players it can see, we would all love it :P


The turret already does this, just copy that part of the code and give it the camera model :P


I've been working on that for hours, and I'm about to kick a baby.

Xanthus

Member
(221 posts)

#Zebus wrote:

I've been working on that for hours, and I'm about to kick a baby.


I know that feel bro.

#Zebus

http://www.iamzeb.us
(1227 posts)

crizis

Mad Hatter
(4083 posts)

for embedding, without spaces :)

[ video = youtube ] om4FeP2kDj4 [ / video ]

MagusZero
Chaotician
(1858 posts)

Crizis. This model is why we need to be able to apply entities in maps instead of just gametypes. Maybe have an IEnvironmentalEntity interface they can implement so that you don't have to worry about stuff like tdo points and flags showing up when they shouldn't. Or maybe make the interface/abstract class be for gametype specific ones. I don't know. I know it's late for feature requests, but I don't think this would warrant a client update.

Kimza

Developer
(386 posts)

toukkapoukka

Has-been developer
(282 posts)

Haha this is pretty cool. Next stop would be to get a rendered view from the camera and project it on a screen on the map! Also to have the camera be breakable so you can shoot it to stop the display for given time period until the camera can repair itself :)

#Zebus

http://www.iamzeb.us
(1227 posts)

toukkapoukka wrote:
Haha this is pretty cool. Next stop would be to get a rendered view from the camera and project it on a screen on the map! Also to have the camera be breakable so you can shoot it to stop the display for given time period until the camera can repair itself :)


I think just the novelty of breaking cameras makes the game a little like Portal. I fully support spawnflags to allow destruction of them, but i would have to code that and that is for another day :D

I have absolutely NO IDEA how to attach an actual camera to it, but that would be awesome.

crizis

Mad Hatter
(4083 posts)

I think just the novelty of breaking cameras makes the game a little like Portal. I fully support spawnflags to allow destruction of them, but i would have to code that and that is for another day :D


This can be done in the gt script itself by giving health for the entity. Just like turrets do.

MagusZero
Chaotician
(1858 posts)

As far as I know, since misc_camera is part of the game itself, you could have the moving camera make one and attach it to itself perhaps... and I know those can be attached to shaders to look like screens. It could work.

SolidFake

Member
(4388 posts)

my god, zebus, this is amazing!

We can now start making our cyberpunk maps, full with conspiracy and police surpressing the people and stuff!

adem

Группа ВКонтакте vk.com/wsw_ru
(1306 posts)

omg... haha! this is crazy and great at the same time! well done #Zebus :D

adem

Группа ВКонтакте vk.com/wsw_ru
(1306 posts)

toukkapoukka wrote:
Next stop would be to get a rendered view from the camera and project it on a screen on the map!

this could add some new tactical moments to the game, especially for duel!

#Zebus

http://www.iamzeb.us
(1227 posts)

SolidFake wrote:
my god, zebus, this is amazing!

We can now start making our cyberpunk maps, full with conspiracy and police surpressing the people and stuff!


My initial thought was 1984, and yeah totally :D

thanks
adem wrote:
omg... haha! this is crazy and great at the same time! well done #Zebus :D


thank you, i couldn't have done it without MagusZero though :P

I'll work on getting a camera attached, this is a really fun project. (I feel like I'm helping!)

unique

Alltime Newbie
(106 posts)

Pretty awesome stuff zebus :) love it.
Though since warsow players will most likely race by if you place it on a map, could you higher it's turning speed a bit?

Btw if you Manage to get a real camera view of that onto a ingame screen on the map, that would be soooo freaking awesome. I feel like these screens usually don't really fit a a purpose, since we lack funny advertisement to fill all of them

MagusZero
Chaotician
(1858 posts)

He's working on it. We think it'll probably be possible, but aren't sure.

hettoo

Member
(104 posts)

Definitely possible.

Put a misc_portal_surface close to a surface with a shader like this and target it to a misc_portal_camera with the norotate spawnflag.
Then when it rotates, put the camera a little in front of the physical camera and assign G_DirToByte of the anglevector of the actual angle to the skinNum of the misc_portal_surface.

Note that G_DirToByte makes the rotation very... rough. It would have been so much nicer if they had just used the actual angle of the camera. :(


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