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Jungle Canyon [MOD]

Posted: Mon Jan 31, 2011 5:55 pm
by handmadefool
So, im gonna start working on a mod.

Back Story:
After years of fighting in the blizzard, the snow has given way to lush green forest. You and your team must make your way through the forest, eliminate and resistance and capture the enemy flag. Basic equipment it a silenced assault rifle and silenced pistol. You suit has been covered in leaves and such so you can some what be stealthy. You also carry two frag grenades, in case you encounter heavy resistance.

Blues will most likely have to be on offense, but i will add accommodations to blue base for the off chance they are on defense.

Vehicle:
- Hog
- Ghost
- Tank

And so every one knows, I got permission from Divine to use the original "Blizzard" map and weapons.

I'll add pictures as i go.

Re: Jungle Canyon [MOD]

Posted: Tue Feb 01, 2011 5:56 am
by Mgalekgolo
well...
if you want cool jungle textures, i can give you a tut. i suggest using the original bloodgulch, as the spawn points in blizzard are sketchy.

Re: Jungle Canyon [MOD]

Posted: Tue Feb 01, 2011 6:32 am
by Sparky
Take it easy on the scenery, I have experience there from making my two Rainforest mods. If you want "lush" vegetation, you will need to do two things: use lots of those tall plants or import your own plant models using OBJ Converter, and give the vegetation models levels of detail. I can cook up some quick plant tags that will also have a leaf brush sound when you walk through them. It might take me an hour or so to do, if you're interested. (I might do it anyway, just for kicks.)

EDIT: The coolest way to do the sound effect of someone walking through the bushes would be to have a flat and transparent model of a plane at the base of the plant that when stepped on uses the cyborg's foot tag reference for walking on leaves. I'll give you a new foot tag to use with the forest spartan along with the plants.

Also, I suggest modding the warthog turret into a stationary flamethrower turret.

Re: Jungle Canyon [MOD]

Posted: Tue Feb 01, 2011 1:13 pm
by Amy
Mgalekgolo wrote:well...
if you want cool jungle textures, i can give you a tut. i suggest using the original bloodgulch, as the spawn points in blizzard are sketchy.
2 spawns. 2 god damn spawns.

Re: Jungle Canyon [MOD]

Posted: Tue Feb 01, 2011 3:44 pm
by handmadefool
Thanks for the suggestions

Sparky: I like the stationary flamethrower turret thing idea
Mgalekgolo: Thanks, if i need help, I'll ask

Re: Jungle Canyon [MOD]

Posted: Wed Feb 02, 2011 6:37 pm
by Smythe
Would it be possible to have scenery that has the same collision model, but permutations that change randomly every game? that means that gameplay would stay the same, but it'd look different every time.

Re: Jungle Canyon [MOD]

Posted: Wed Feb 02, 2011 6:41 pm
by Amy
^ *thinks about it*

wat.

Re: Jungle Canyon [MOD]

Posted: Wed Feb 02, 2011 11:55 pm
by Smythe
Divine wrote:^ *thinks about it*

wat.
Ok

There's a piece of scenery which is a plant.

The plant has random permutations on the model. so it can look like different plants.

The collision stays the same so gameplay is unchanged, but the models are different every time the map is loaded.

Re: Jungle Canyon [MOD]

Posted: Thu Feb 03, 2011 12:30 am
by kiddten
the models would change every time the object is spawned, so you couldn't do something like different seasons.

Re: Jungle Canyon [MOD]

Posted: Thu Feb 03, 2011 2:22 am
by Smythe
The Youngin' wrote:the models would change every time the object is spawned, so you couldn't do something like different seasons.
Said nothing about that, just the fact that it'd look slightly different every time, but still play the same.

Re: Jungle Canyon [MOD]

Posted: Thu Feb 03, 2011 10:29 am
by kiddten
Yeah I figured, but that was the first thing that came to my mind.

Re: Jungle Canyon [MOD]

Posted: Thu Feb 03, 2011 12:27 pm
by Sparky
Smythe wrote:
The Youngin' wrote:the models would change every time the object is spawned, so you couldn't do something like different seasons.
Said nothing about that, just the fact that it'd look slightly different every time, but still play the same.
Actually, you could.

You can do this several ways. You can use an itmc with a customized timing that synchronizes with the weather/sky tags. Give the itmc two different tag references with models that look similar. I don't know if you can reference scen in an itmc, go ahead and try, it could be cool. You could also use a garb or just a regular eqip tag if the scen doesn't work as you wanted it to.

The second way is to create attachments to a model-less tag, where the attachments are the tags with different models. That would be a method currently only available to users of the HEK, since Eschaton can't add references like that. (Zeus can when it's available.) I don't know what the behavior of models are when they are not attached to a tag that normally references them; they could stack and the game could crash, or it might still clear them normally. But sometimes you see a camo and overshield powerup at the same time, so my hunch is that the results might not be favorable even if you use an itmc tag.

Re: Jungle Canyon [MOD]

Posted: Fri May 06, 2011 3:11 pm
by ßlade
Oh good job handmadefool, you actually started working on "Deep Jungle". If you forgot what this was, please revisit the Gen site.

Re: Jungle Canyon [MOD]

Posted: Fri May 06, 2011 5:17 pm
by Nuthead_
handmadefool, if u want i can help with bitmaps. Just PM me.

Re: Jungle Canyon [MOD]

Posted: Sun May 08, 2011 4:11 am
by Smythe
Sparky wrote:
Smythe wrote:
The Youngin' wrote:the models would change every time the object is spawned, so you couldn't do something like different seasons.
Said nothing about that, just the fact that it'd look slightly different every time, but still play the same.
Actually, you could.

You can do this several ways. You can use an itmc with a customized timing that synchronizes with the weather/sky tags. Give the itmc two different tag references with models that look similar. I don't know if you can reference scen in an itmc, go ahead and try, it could be cool. You could also use a garb or just a regular eqip tag if the scen doesn't work as you wanted it to.

The second way is to create attachments to a model-less tag, where the attachments are the tags with different models. That would be a method currently only available to users of the HEK, since Eschaton can't add references like that. (Zeus can when it's available.) I don't know what the behavior of models are when they are not attached to a tag that normally references them; they could stack and the game could crash, or it might still clear them normally. But sometimes you see a camo and overshield powerup at the same time, so my hunch is that the results might not be favorable even if you use an itmc tag.
that sounds like sooo much more work than just having random perms.
And random perms DO work, no guess work.