Hey Alan what are your thoughts for implementing the scripting? My idea would be to have Eric build the model and map via the editor and then I add scripting to the models to make them move? On Sun, Jan 31, 2010 at 12:41 PM, eric drewes <figarus@xxxxxxxxx> wrote: > Hey Eric, is the camera zoom level going to be locked to the same amount as >> the void map in this place? > > > we can set each room's camera level independently, right? i'd love to have > it zoomed in more inside the temple (and indoors in general will have the > zoom in tighter) whereas outdoor areas it'd be zoomed out to give a more > open feel. > > When you ride the elevator down, will it change maps at the bottom and go >> to the "2" area from your diagram? > > > yep, when you ride the elevator down, it'll change maps (with a fade to > black, then fade from black into the elevator room in area 2 on the > diagram. > > And if you use the elevator lever, should it switch to the "1" area and >> make the elevator go up? > > > yes, we can have a lever position for floor 1 and a different one for floor > 2 and you could go back and forth, i didnt think about it but thats a neat > idea :) > > Also hey we might need a "front wall" on the elevator shaft below the floor >> level so that the player cant walk off into obvlivion. Unless maybe you >> want to disable player controls while the elevator is sinkin. > > > definitely, i meant to build like a wooden gate that closed when you pulled > the lever but forgot. i don't want to disable the player control, but > besides the gate we could also have an invisible wall to block them from > having any chance of getting out > > It seems like the "1" area is ready to put together, it goes the circle >> peice to the hallway to the elevator shaft right? (: > > > yep, its all set, i need to make the art for the door ways and im going to > put little shelves on hallway for larva's masks but those are superficial > details. i'll upload appropriately sized quads for the temp doorways and > will get to the real art sometime this week. :) > > Can we have some modern day cheesy elevator music? :P > > > hey nick, that is a funny idea :) but hey, this elevator only goes down one > floor, so i dunno if the time will last long enough to really get the > effect. THAT SAID, in a future milestone there's going to be a massive > ivory tower, we will definitely have an elevator there too and the cheesy > elevator music idea fits perfect :) also, your comment made me think of a > thought like we can have a weapon store or whatnot that has shopping carts, > muzak, check out aisles and stuff haha lazy girl in a vest chewing gum and > blowing bubbles, etc. > > and having a normal sounding elevator ding when you get to your floor and >> stuff (while theres some rumbling as the elevator descends) > > > ding sound is a great idea too, we can have it here > > On Sun, Jan 31, 2010 at 3:07 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> thats really funny nick I think that would be really cool too >> >> and having a normal sounding elevator ding when you get to your floor and >> stuff (while theres some rumbling as the elevator descends) >> >> >> On Sun, Jan 31, 2010 at 11:27 AM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> Can we have some modern day cheesy elevator music? :P >>> >>> I love games that throw in easter eggs. >>> >>> On Sun, Jan 31, 2010 at 2:21 PM, eric drewes <figarus@xxxxxxxxx> wrote: >>> > here is how it works: >>> > the player will "use" the lever, which will pull it down. once that >>> > happens, the gears will start turning - please note, the gears aren't >>> > perfect mathematically but i believe it'll create the illusion just >>> fine, >>> > especially because of the overhead view point and the zoom level. we >>> can >>> > have sound effects for gears, and maybe a little rumbling/creaking as >>> the >>> > elevator lowers itself down the shaft (which will prompt the loading >>> the the >>> > next floor elevator room view) >>> > i've attached screenshots so the scripter/mapmaker can see where things >>> go, >>> > layout wise. i'm not sure if i'll be building so i figured the info >>> would >>> > help! >>> > if you have any questions/comments/criticism, please let me know >>> > >>> > On Sun, Jan 31, 2010 at 2:12 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> >>> wrote: >>> >> >>> >> Hey Rad! >>> >> >>> >> These peices look nice (: >>> >> >>> >> On Sun, Jan 31, 2010 at 11:04 AM, Apache User >>> >> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >>> >>> >>> >>> User:eric >>> >>> >>> >>> Message: all the models for the elevator, including separate pieces >>> for >>> >>> all the moving parts (like gears) - also included in this update is >>> the >>> >>> elevator shaft for the first level >>> >>> >>> >>> <Files Changed> >>> >>> A Art/Models/Maps/TheVoid/FirstTemple/big_gear.ms3d >>> >>> A Art/Models/Maps/TheVoid/FirstTemple/controlbox.jpg >>> >>> A Art/Models/Maps/TheVoid/FirstTemple/crank_gear.ms3d >>> >>> A Art/Models/Maps/TheVoid/FirstTemple/elevator.ms3d >>> >>> A Art/Models/Maps/TheVoid/FirstTemple/elevator_floor.jpg >>> >>> A Art/Models/Maps/TheVoid/FirstTemple/floor1elevatorshaft.ms3d >>> >>> A Art/Models/Maps/TheVoid/FirstTemple/lever.ms3d >>> >>> A Art/Models/Maps/TheVoid/FirstTemple/small_gear.ms3d >>> >>> A Art/Models/Maps/TheVoid/FirstTemple/track_metal.jpg >>> >>> >>> >>> >>> >>> ============================== >>> >>> Project 1 Dev mailing list >>> >>> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx >>> >>> Project 1 website: http://project1.demofox.org >>> >>> Project 1 SVN repository: http://pyotek.com/project1 >>> >> >>> > >>> > >>> >>> Project 1 Dev mailing list >>> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx >>> Project 1 website: http://project1.demofox.org >>> Project 1 SVN repository: http://pyotek.com/project1 >>> >> >> >