That sounds like a good plan to me, yeah! Do you know about the nickname thing for models? On Sun, Jan 31, 2010 at 9:48 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > 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 >>>> >>> >>> >> >