Bloodgulch is now a scenery object

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Zanghfei
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Re: Bloodgulch is now a scenery object

Post by Zanghfei » Fri Feb 19, 2010 1:54 pm

OMFG!
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Re: Bloodgulch is now a scenery object

Post by Sparky » Fri Feb 19, 2010 6:00 pm

You guys are smart; I like these ideas.

Moxus, I don't know if Pearl is causing the collision errors, but I don't seem to be able to find out why they occur in the same spot each time - to the front right of the red base. Those polys on the outside of the map area are part of the scenery. I had to make the map sealed to honor the sealed-world rules for the collision model. That meant connecting all the open edges of the tops of the walls around the map by bringing the walls down and around the bottom. The effect turned out to be something like Bloodgulch was ripped out of Halo, with metal walls all around and underneath. (Or you could think of it as a space station? But Halo would be more accurate to the game theme.)

The bases are smaller than normal, and I think the whole map might be smaller than normal. I should do a resize on the whole thing to enlarge it, easy fix. I've already smoothed the ground so it looks closer to normal.

Crazyshroom, for now if you fall, just switch teams to respawn if there are other ppl playing too.

Mota, you want just the regular ground as the model, but do you want me to keep the collsion model the same? Or do you want the bloodgulch ground to stay there and have it open-ended, like you can fall off the map and/or connect multiple gulches together smoothly like bricks?
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Re: Bloodgulch is now a scenery object

Post by G[v]N » Fri Feb 19, 2010 6:34 pm

Sparky wrote:Or do you want the bloodgulch ground to stay there and have it open-ended, like you can fall off the map and/or connect multiple gulches together smoothly like bricks?
I think that's what he wants :P
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Re: Bloodgulch is now a scenery object

Post by Modzy » Fri Feb 19, 2010 6:38 pm

Sparky wrote:Moxus, I don't know if Pearl is causing the collision errors, but I don't seem to be able to find out why they occur in the same spot each time - to the front right of the red base.
It's very possible. Pearl does not have a map-out of the regular collision tag, only the BSP and SCNR. Although I did everything I could to prevent errors in tag parsing that wasn't mapped, with a collision tag the size of bloodgulch, you'll probably get errors.

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Re: Bloodgulch is now a scenery object

Post by Fortune » Sat Feb 20, 2010 1:05 am

Looks cool. I'm thinking of an upside down gulch. With the walk on walls thing. That would be interesting.
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Re: Bloodgulch is now a scenery object

Post by Moxus » Sat Feb 20, 2010 3:22 am

If we remember back to M Gulch (that one Tyler777 did), it too had collision issues, and it too was a map-sized scenery piece. Could it be that Halo has inherent problems dealing with extremely large scenery pieces?

-=Moxus=-
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Re: Bloodgulch is now a scenery object

Post by Smythe » Sat Feb 20, 2010 3:43 am

Moxus wrote:If we remember back to M Gulch (that one Tyler777 did), it too had collision issues, and it too was a map-sized scenery piece. Could it be that Halo has inherent problems dealing with extremely large scenery pieces?

-=Moxus=-
Ahh M gulch, that was a fun map, glitchy but very fun. first mod i played that was something other than ROcket Pistols and the such.
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Re: Bloodgulch is now a scenery object

Post by wernarner84 » Sat Feb 20, 2010 5:22 am

I think I still have M Gulch in my mod library, let me check...
EDIT EDIT: I found it, but the name was Cyclone |M| Gulch.
Bloodgulch Mod Library:
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Silent Cartographer Mod Library:
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Last edited by wernarner84 on Sat Feb 20, 2010 8:22 am, edited 1 time in total.
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Re: Bloodgulch is now a scenery object

Post by Mota-Lev » Sat Feb 20, 2010 7:29 am

Sparky wrote: Mota, you want just the regular ground as the model, but do you want me to keep the collsion model the same? Or do you want the bloodgulch ground to stay there and have it open-ended, like you can fall off the map and/or connect multiple gulches together smoothly like bricks?

Open ended. I have some cool ideas. Also if its not to much could you make it blend well into water? If not then thats cool.



@M Gulch things.

Yeah i got that map it had the same problem except I'm pretty sure tyler didn't convert it. Also correct my if i'm wrong but I thought HEK or Sapien converted bsps to scenery.
Stupid tinypic removing my images

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Re: Bloodgulch is now a scenery object

Post by Sparky » Sat Feb 20, 2010 10:21 am

Fortune wrote:Looks cool. I'm thinking of an upside down gulch. With the walk on walls thing. That would be interesting.
Animated Scenery: have the entire map slowly turn, with each wall being the bloodgulch ground map. :shock:

Another idea is to have all players start on small platforms, have ladders lead from each platform up to the upside-down bloodgulch map... totally sweet!
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Re: Bloodgulch is now a scenery object

Post by R{Caboose}B » Sat Feb 20, 2010 10:24 am

lol could you walk on the ceiling? XD

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Re: Bloodgulch is now a scenery object

Post by Sparky » Sat Feb 20, 2010 10:36 am

R{Caboose}B wrote:lol could you walk on the ceiling? XD
The "Walks on walls" flag in the bipd tag enables walking on the ceiling of the map, which is the sky box, too.
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Re: Bloodgulch is now a scenery object

Post by R{Caboose}B » Sat Feb 20, 2010 10:38 am

Sparky wrote:
R{Caboose}B wrote:lol could you walk on the ceiling? XD
The "Walks on walls" flag in the bipd tag enables walking on the ceiling of the map, which is the sky box, too.
ya i kno. you should put something on the ceiling like another floor so it will be like a box

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Re: Bloodgulch is now a scenery object

Post by Modzy » Sat Feb 20, 2010 11:16 am

Moxus wrote:If we remember back to M Gulch (that one Tyler777 did), it too had collision issues, and it too was a map-sized scenery piece. Could it be that Halo has inherent problems dealing with extremely large scenery pieces?

-=Moxus=-
Converting and importing will come up with the same issues. It's the reflexive-finding code in both processes that can kill collision. If Sparky exported/imported the tag using Eschaton (or HHK like Tyler used) right from the original CE map, it'd have the same issues.

sparkya

Re: Bloodgulch is now a scenery object

Post by sparkya » Sat Feb 20, 2010 4:59 pm

done, testing now. also, that's a shame to hear modzy, but i'll let you know how it works out, cause that's what i did.

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