DB-SlamBall
Moderators: Jay2k1, DavidM, The_One
- UnrealKrake
- Posts: 113
- Joined: 11-07-2003 18:49
- Contact:
- UnrealKrake
- Posts: 113
- Joined: 11-07-2003 18:49
- Contact:
- UnrealKrake
- Posts: 113
- Joined: 11-07-2003 18:49
- Contact:
Sycophant wrote: Too modest for his own good. Still think DB-Hall is great :p
Just too bad that noone knows of this map.
Another tip ?! (i'm not very good in explaining s.th in english)
As i looked at DB-SlamBall again, i noticed that an animation of the trampolines when players use them would be cool, karma couldn't be used, cause it's a client side effect. Don't know if u are familiar with matinee pathes but movers can do a nice effect too.
Technique 1:
An easy effect would be that the inner of the trampoline (don't know how this is called) is a triggered mover which quickly moves down a bit and quickly gets to its old postition, when a player activates a trigger located @ the jumppad position. Adding more keyframes to the movement and experiment abit can simulate more (real) effects when trampoline is used.
Technique 2:
As a more realistic effect, you could also use the technique shown in the attachement:
Yellow = Outer part of the trampoline (Static)
Blue = Inner part of the trampoline, "not used" mode (Mover)
White = Inner part of the trampoline , "in use" mode (Static, part of a cylinder)
If player uses the trampoline, the blue mover moves down. The white Brush appears and simulates that trampoline is used -> "in use" mode . After 0,5 secs or so, the blue mover moves up again into the "not used" mode. Should give a good effect if you align the textures of the mover and the white brush so that it fits. Only problem could me that there are some clipping issues @ the boarders, but i dont think so...
I suppose you already thought of something to make the trampolines sexier =P i just wanted to give one possible solution*g*
So Far...
Greetz Krake
.... you shouldn't make the white brush too deep & maybe, it is better to stop @ the position 2 seen in the attachment, as i said, experimenting is the key

Last edited by UnrealKrake on 04-09-2003 15:57, edited 1 time in total.