Table football ...

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RaGe*NL*
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Post by RaGe*NL* »

how about if u score u see them move sideways like u can normally do at real tablefootball (like the flying balls in greenbaize)
RevBillyG
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Post by RevBillyG »

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 :D... 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.
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Surge
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Post by Surge »

that'd be far too hard... The ball itself's physics would have to be calculated and the karma on the actors adjusted ot the ball which could bug. Using movers just makes it so much easier and would be adjustable.

Also, actually HITTING the pawns would be lame as hell... Bounceball sucks.
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UnrealKrake
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Problem with the movement of the players.

Post by UnrealKrake »

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 ;)
Last edited by UnrealKrake on 15-07-2003 11:45, edited 1 time in total.
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MeSSiaH{FCU}
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Re: Problem with the movement of the players.

Post by MeSSiaH{FCU} »

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 :(
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UnrealKrake
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Post by UnrealKrake »

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 ;)
Last edited by UnrealKrake on 15-07-2003 18:52, edited 1 time in total.
h3r3tic
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Post by h3r3tic »

TEZC-Axl wrote: looks like a great idea, wonder y no-one thought of this design before.. keep going :)

I did.....but didnt have time to work it out:rolleyes:
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Surge
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Post by Surge »

do the players flip all the way around of do they obstruct the ball?

if they actually interfere will ball movement the map will not be played because smap-ball gets boring fast.
vF_Zonk
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Post by vF_Zonk »

DavidM wrote: trying to run around and pass between these wooden players would be annoying, you get stuck all the time etc.
no?
There's a thin line between "Annoying" and "Good gameplay" !!!

hmm i dunno. You tend to fall towards "annoying" all the time :P i think they might make good gameplay. We certainly don't want to turn every map into DB-Cube!

PS: The graphics of the map could definitely be better. Not that i'm very good at making sexy maps!
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UnrealKrake
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Status report

Post by UnrealKrake »

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 ;)
h3r3tic
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Post by h3r3tic »

Looks nice :rolleyes:
Fallen
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Post by Fallen »

how bout making the wall of the table a shade darker, look odd from all the screenies
Fallen
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Post by Fallen »

and the db model at the side....ugh, use something else, it looks shit
bloodmaker
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Post by bloodmaker »

n1 onkel =)
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MeSSiaH{FCU}
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Post by MeSSiaH{FCU} »

I'm wondering..could the numbers at the ends of the table (which u normally use to keep score :)) could be used somehow to present the score (maybe bring them more into view to not let something kewl like that stay unseen)? I guess it would only be possible up to 9 goals tho :(
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