Table football ...
Moderators: Jay2k1, DavidM, The_One
Surge wrote: Rev, it would need some custom coding but i would assume you could use volumes on both sides slightly awak from the players to cause the static mesh set to move. Mind you, it would return to its previous position after being moved.
It would basically be a mover trigger. No real hard task. I have a friend that coded that map DB-Defrost where you hit the cleaver in the back of the net with the ball and it dunks the keeper... the floor drops out beneath them and saws them up... I would assume if you couldnt make the static meshes spin doing an invisable trigger infront of them or you could at least use a mover trigger for them to flip once the ball hits it.
Ah, I was assuming (hoping?) he was going to try to use true karma physics.
- UnrealKrake
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- Joined: 11-07-2003 18:49
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Problem with the movement of the players.
Thx at first for the replies. It seems that i should continue my map
I will do so.
But there's actually a problem in the realistic movement of the "table football players" (TFP), btw. these are static meshes. One possibility as mentioned here is to use the Karma physic, but because it is a client side effect, it would need to be a bit coding work, but i am not skilled to bear that
.
So i descided to use the so called "mover trick"
It works great and does some realistic effects, but in fact, if you use mover with more than about 250 Triangles, it really rips the whole fps. One TFP animation is ok (around 4 frames lost), but because at least 2 of these TFPs must swing syncron, because of the bar which connects them, it rips more than 7 frames, 3 TFPs 15 and so on ....
So i have the possibility to use the old rubbish TFP meshes which seems not to reduce the performance (these had 252 triangles) or the new ones with more than 350 and to pull down the fps to 30 or less.
Click the links to check some pics out...
Anyone who has solutions for my problem ??? I would be thankful, because i would prefer to let the TFPs react of ingame effects.
Ok, thanks for wasting your time for my problem *g*
Pic 1 before firing with the ball at it
Pic 2 after hitting the TFPs while they are moving
------------------------------------
and here are other two pics, i know lightning is bad but that will be fixed lateron
Here are two new ones, sorry but i don't have so much time do develop the map fast
A closer view to the Table
The Telescreen showing "Deathball Live" channel

But there's actually a problem in the realistic movement of the "table football players" (TFP), btw. these are static meshes. One possibility as mentioned here is to use the Karma physic, but because it is a client side effect, it would need to be a bit coding work, but i am not skilled to bear that

So i descided to use the so called "mover trick"

So i have the possibility to use the old rubbish TFP meshes which seems not to reduce the performance (these had 252 triangles) or the new ones with more than 350 and to pull down the fps to 30 or less.
Click the links to check some pics out...
Anyone who has solutions for my problem ??? I would be thankful, because i would prefer to let the TFPs react of ingame effects.
Ok, thanks for wasting your time for my problem *g*
Pic 1 before firing with the ball at it
Pic 2 after hitting the TFPs while they are moving
------------------------------------
and here are other two pics, i know lightning is bad but that will be fixed lateron

Here are two new ones, sorry but i don't have so much time do develop the map fast

A closer view to the Table
The Telescreen showing "Deathball Live" channel

Last edited by UnrealKrake on 15-07-2003 11:45, edited 1 time in total.
- MeSSiaH{FCU}
- Posts: 657
- Joined: 28-03-2003 20:44
- Contact:
Re: Problem with the movement of the players.
UnrealKrake wrote: So i have the possibility to use the old rubbish TFP meshes which seems not to reduce the performance (these had 252 triangles) or the new ones with more than 350 and to pull down the fps to 30 or less.
^ i hope u can c y that was mean young man

- UnrealKrake
- Posts: 113
- Joined: 11-07-2003 18:49
- Contact:
It seems that I solved the problem. The problem was connected with the number of triggers i used. I reduced them and it seems to work, i will hang on...
UPDATE: Using more than four triggers in a row causes this fps loose.
Here a pic of the used technique
In each case the Red Triggers have the same settings and Green Triggers. (the yellow lines are the radiis).
The red triggers causes the TFP static mesh (SM I)to bounce to the marked direction.
The green ones causes another mesh (a 1x1x1 cube) (SMII) inside the SM I to rotatie the direction shown in the pic. Because SM I is a slave of SM II, it gives the effect that the TFP rotates when the ball hitting it.
But if i use more triggers, because the other TFPs must react the same ways, the fps slows down. Is that the wrong way of thinking ?? Any solutions which could help ? I would be thankful
UPDATE: Using more than four triggers in a row causes this fps loose.
Here a pic of the used technique
In each case the Red Triggers have the same settings and Green Triggers. (the yellow lines are the radiis).
The red triggers causes the TFP static mesh (SM I)to bounce to the marked direction.
The green ones causes another mesh (a 1x1x1 cube) (SMII) inside the SM I to rotatie the direction shown in the pic. Because SM I is a slave of SM II, it gives the effect that the TFP rotates when the ball hitting it.
But if i use more triggers, because the other TFPs must react the same ways, the fps slows down. Is that the wrong way of thinking ?? Any solutions which could help ? I would be thankful

Last edited by UnrealKrake on 15-07-2003 18:52, edited 1 time in total.
There's a thin line between "Annoying" and "Good gameplay" !!!DavidM wrote: trying to run around and pass between these wooden players would be annoying, you get stuck all the time etc.
no?
hmm i dunno. You tend to fall towards "annoying" all the time

PS: The graphics of the map could definitely be better. Not that i'm very good at making sexy maps!
- UnrealKrake
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- Joined: 11-07-2003 18:49
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Status report
Short status report:
-improved the visualisation of the map a bit
-added Goalevent, that the cubes covered with the numbers 1-9 are moving when teams are scoring
-redone the Televisions
To do list:
-didn't get rid of the TFP movement and their visualisatíon
-redesign the lightning
-decorating the whole map
I attached the latest shots
These are the latest shots:
Tableview 1
Closer Table View
Tableview 2
Television with Deathball Live TV
Your thoughts are welcome
-improved the visualisation of the map a bit
-added Goalevent, that the cubes covered with the numbers 1-9 are moving when teams are scoring
-redone the Televisions
To do list:
-didn't get rid of the TFP movement and their visualisatíon
-redesign the lightning
-decorating the whole map

I attached the latest shots
These are the latest shots:
Tableview 1
Closer Table View
Tableview 2
Television with Deathball Live TV
Your thoughts are welcome

- MeSSiaH{FCU}
- Posts: 657
- Joined: 28-03-2003 20:44
- Contact: