Jump to content


Photo

Scorch Marks?


  • Please log in to reply
13 replies to this topic

#1 hoogan

hoogan
  • Members
  • 47 posts
  • Location:Center of the third largest continent on Earth

Posted 19 February 2010 - 01:34 AM

Got this game from my son for Christmas. I've been having more fun playing with Worldbuilder than the game itself. Now I have run into a problem and I need a little help... How can I place scorch marks during game play through scripts?

#2 _Haldir_

_Haldir_

    Mapper

  • Project Team
  • 1,203 posts
  • Location:Australia
  • Projects:The Dwarf Holds, The Elven Alliance: Community Edition
  •  T3A Team Chamber Member

Posted 20 February 2010 - 07:06 AM

What exactly do you mean by placing scorch marks during the game? :)
As in, have scorches appear in set spots thoughout the game? Or have the ability to place scorch marks (like in WB) during the game..?

Posted Image Posted Image


#3 hoogan

hoogan
  • Members
  • 47 posts
  • Location:Center of the third largest continent on Earth

Posted 20 February 2010 - 03:26 PM

What exactly do you mean by placing scorch marks during the game? :)
As in, have scorches appear in set spots thoughout the game? Or have the ability to place scorch marks (like in WB) during the game..?



As in being able to script scorch marks to appear at certain times in certain places based on actions during the game. I am creating heavily scripted games with large detailed realistic maps for my son to play. I like to make them realistic and difficult, and I do not like destroyed buildings etc to just sink into nothing. I want to leave rubble and scorch marks where the buildings and fights were.

I have set the maps to be completely dark (black) except where he has line of sight (men and/or buildings) and no mini-map in the planatir. If he cannot see the area, it is invisible to him. I need to leave some rubble and scorch marks so he can orient himself as he retravels the same ground and know where he is. He has to make his own map based on what he has seen.

#4 hoogan

hoogan
  • Members
  • 47 posts
  • Location:Center of the third largest continent on Earth

Posted 20 February 2010 - 04:25 PM

I understand the scorch marks must be part of the particle fx system. This must be for them to conform to the landscape rather than remain flat and just hover over the ground. Same with "taint". I know these have to have objects assigned to them, look at rocks thrown by ents, flaming arrows, etc. But I cannot find these objects within Worldbuilder. Does Worldbuilder maintain a separate and edited listing of available objects? Is it possible to add additional objects from the game to Worldbuilder?

The only option I have come up with so far is to give up and just create a weapon with no image, only the scorch mark as it's fx, and zero damage, and then just fire that damn thing when ever and where ever I want a scorch mark. But then I need six weapons, one for each type of mark, and I sure don't want to be too consistent by only using one. There has to be a simpler way. Where are the rest of the objects not in the listings of Worldbuilder???

#5 Crusard

Crusard

    Local n00b

  • Project Team
  • 483 posts
  • Location:Buenos Aires, Argentina
  • Projects:Crusard's Tower Defense
  •  Poor feedback kills mapper.

Posted 23 February 2010 - 01:10 AM

Yep, you'd need to create a weapon that fires and leaves a scorchmark with FX as hoogan mentioned, but that's iniwork and cannot be done with just scripting, sorry :p

Posted Image


#6 Pasidon

Pasidon

    Splitting Hares

  • Network Admins
  • 9,127 posts
  • Location:Indiana
  • Projects:Writing Words With Letters
  •  I Help
  • Division:Community
  • Job:Community Admin

Posted 23 February 2010 - 01:20 AM

Speaking of the scorch mark tool in World-Builder... someone should patch that stupid cap on how many you can put. At least it only let me place 20 or so...

#7 hoogan

hoogan
  • Members
  • 47 posts
  • Location:Center of the third largest continent on Earth

Posted 24 February 2010 - 03:02 AM

Speaking of the scorch mark tool in World-Builder... someone should patch that stupid cap on how many you can put. At least it only let me place 20 or so...


I don't know that that would be possible. The fx system is apparently very graphic intensive, even for non moving scorch marks. I have found there is apparently some kind of limit on how many fx effects can be running at any one time. As the number of scorch marks went up I found I was having trouble with the "radiating" skull totems for Goblins, which as also part of the fx system. My non-damaging "spray paint weapon" is a bust.

So much for the scorch marks to identify former battle areas.
Have to come up with something else.

#8 Kwen

Kwen

    Vileartist

  • T3A Staff
  • 4,865 posts
  • Location:Korea I wish
  • Projects:It'sa secreeet
  •  T3A's First N00b
  • Division:BFME
  • Job:T3A Expert
  • Donated

Posted 24 February 2010 - 03:58 AM

What about the scorched ground texture the MordorCatapult leaves behind after it's weapon impacts the ground? If I recall you are able to have a lot of those. But they do go away after a while as you can only have so many.

                           https://www.twitch.tv/vileartist - Yes shameless self-promotion

          ----------------------------------------------------------------------------------------------------------------------

                            "Old modders never die, they just fade away" ~ Hostile


#9 Lord Eniam

Lord Eniam
  • Members
  • 11 posts

Posted 24 February 2010 - 08:54 PM

Yea, as Kwen was saying about the catapult- I don't know much about forging, but couldn't you "borrow" a part of the code from that, or at least the script that causes/leaves the scorch mark from it?

EDIT: What if you placed a scorch mark underneath a building/base/camp/ whatever, since it's covered up it won't be shown until after the land's demise.

Edited by Lord Eniam, 24 February 2010 - 08:57 PM.


#10 Puppeteer

Puppeteer

    title available

  • Global Moderators
  • 2,947 posts
  • Location:United Kingdom
  •  Faute de Mieux
  • Division:Community
  • Job:Magazine Staff/Global Moderator

Posted 24 February 2010 - 09:05 PM

As the number of scorch marks went up I found I was having trouble with the "radiating" skull totems for Goblins, which as also part of the fx system. My non-damaging "spray paint weapon" is a bust.

If by this you mean that the FX was not showing while other FXs were taking place, that's more to do with a priority than a limit. Setting the FX priority to ALWAYS_RENDER will... always render it! As far as I know there is no 'limit', only what your computer can handle.

#11 Kwen

Kwen

    Vileartist

  • T3A Staff
  • 4,865 posts
  • Location:Korea I wish
  • Projects:It'sa secreeet
  •  T3A's First N00b
  • Division:BFME
  • Job:T3A Expert
  • Donated

Posted 24 February 2010 - 09:12 PM

Yea, as Kwen was saying about the catapult- I don't know much about forging, but couldn't you "borrow" a part of the code from that, or at least the script that causes/leaves the scorch mark from it?

EDIT: What if you placed a scorch mark underneath a building/base/camp/ whatever, since it's covered up it won't be shown until after the land's demise.

Forging?

                           https://www.twitch.tv/vileartist - Yes shameless self-promotion

          ----------------------------------------------------------------------------------------------------------------------

                            "Old modders never die, they just fade away" ~ Hostile


#12 Crusard

Crusard

    Local n00b

  • Project Team
  • 483 posts
  • Location:Buenos Aires, Argentina
  • Projects:Crusard's Tower Defense
  •  Poor feedback kills mapper.

Posted 24 February 2010 - 11:40 PM

The fx particle limit is defined in gamedata.ini (10000 particles by default... you won't see any of then unspawn).

And I'll say again (read), the only way to spawn scorchmarks is to code a new weapon and FX via map.ini. It cannot be done via scripts.


I'm not sure what your map is about, but if you need to "mark" a battlefield as "used" it would look unnatural to just spawn a lot of scorchmarks all of a sudden...
If the player has no vision of the area at the time of the "scorching" you can also spawn placeables such as broken wagons, dead soldiers, and even smoke-spawning particles. Check the object lists hoogan!

Posted Image


#13 Lord Eniam

Lord Eniam
  • Members
  • 11 posts

Posted 25 February 2010 - 01:14 AM

Meant modding, talking about mapmaking and such Too used to halo I guess >.<

#14 Kwen

Kwen

    Vileartist

  • T3A Staff
  • 4,865 posts
  • Location:Korea I wish
  • Projects:It'sa secreeet
  •  T3A's First N00b
  • Division:BFME
  • Job:T3A Expert
  • Donated

Posted 25 February 2010 - 03:46 AM

I wasn't sure if you were talking about mapping or modding, lol.

                           https://www.twitch.tv/vileartist - Yes shameless self-promotion

          ----------------------------------------------------------------------------------------------------------------------

                            "Old modders never die, they just fade away" ~ Hostile





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users