You can use the particles to make really cool looking rain and snow :) The model with the texture wurmz made is very snowy-ish. If we make it flicker like that candle, I think it would emulate fog. On Tue, Jul 7, 2009 at 6:22 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: > cool yeah, ask if you need any help or anything, it'll be neat if it works > out well (: > > On Tue, Jul 7, 2009 at 6:17 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote: >> >> You know what, that's a great excuse to dig into the scripting stuff. >> I think I will play with it. >> >> On Tue, Jul 7, 2009 at 6:07 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: >> > hey you could give that a shot if you wanted as a proof of concept. >> > >> > like make some models that are peices of fog (like puffy cloud looking >> > billboarded sprites maybe?) >> > >> > and just have it when the player touches them, they move away from the >> > player a little. >> > >> > you could make up a map and try and get it working, Kent would probably >> > be >> > able to point you in the right direction for how to do some of that >> > stuff >> > too. >> > >> > if you get it working, and it looks good and we have a place to use it, >> > we >> > could find a better way to code it in (like maybe making each fog >> > particle a >> > mob? or maybe by making this movement vs the player be some property of >> > particle systems?) >> > >> > in any case if you get a proof of concept working in script that would >> > be >> > pretty neat >> > On Tue, Jul 7, 2009 at 5:58 PM, Chris Riccobono <crysalim@xxxxxxxxx> >> > wrote: >> >> >> >> The particle system could easily do it! :) ..and then we can >> >> introduce the pixel graphics and waving grass and hair that looks so >> >> real that it shimmers in the wind, and lighting systems that >> >> automatically changed based on time of day.. >> >> >> >> but seriously, we could script mini particle systems as pieces of fog >> >> that could move around based on where you are. >> >> >> >> On Tue, Jul 7, 2009 at 5:42 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: >> >> > one thing at a time turbo (; >> >> > >> >> > hahah >> >> > >> >> > On Tue, Jul 7, 2009 at 5:24 PM, Chris Riccobono <crysalim@xxxxxxxxx> >> >> > wrote: >> >> >> >> >> >> It would be cool if that light source sort of "blew" the fog away >> >> >> too, >> >> >> as you traveled through it. That would be awesome to look at I >> >> >> think >> >> >> :P >> >> >> >> >> >> On Tue, Jul 7, 2009 at 5:13 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> >> >> >> wrote: >> >> >> > re: changing the directory of the arrow counter, those aren't true >> >> >> > directories, they are just named that way to help organize stuff. >> >> >> > >> >> >> > after this milestone we'll figure out our long term organization >> >> >> > strategy of >> >> >> > file names. I wouldnt worry about it now but you can if you want >> >> >> > (but >> >> >> > we'll >> >> >> > wait til after the milestone to figure out the long term strategy >> >> >> > like i >> >> >> > said). >> >> >> > >> >> >> > Anyhow, you got me thinking and something else that would be neat >> >> >> > for >> >> >> > our >> >> >> > game would be fog >> >> >> > >> >> >> > we could also attach a light source to the player for some maps so >> >> >> > that >> >> >> > you >> >> >> > can't see what you aren't near (just make the map completely dark >> >> >> > and >> >> >> > make a >> >> >> > light that sticks to the player) >> >> >> > >> >> >> > 2 possibilities to keep in mind if the need comes up! >> >> >> > On Tue, Jul 7, 2009 at 2:27 PM, Nick Klotz <roracsenshi@xxxxxxxxx> >> >> >> > wrote: >> >> >> >> >> >> >> >> Construction of the 2nd floor will begin tomorrow, in order to >> >> >> >> make >> >> >> >> it >> >> >> >> easier for you Kent I am going to build the second floor as if >> >> >> >> the >> >> >> >> 1st >> >> >> >> floor >> >> >> >> were still there, that is, all the values you have for falling >> >> >> >> through >> >> >> >> the >> >> >> >> floor will carry over to the other map: X and Y will remain the >> >> >> >> same, >> >> >> >> the Z >> >> >> >> value will probably be 500 off. >> >> >> >> (400, 1240, -30 will translate to 400, 1240, 470 on the basement) >> >> >> >> >> >> >> >> On Tue, Jul 7, 2009 at 4:22 PM, Kent Petersen <kentkmp@xxxxxxxxx> >> >> >> >> wrote: >> >> >> >>> >> >> >> >>> Ah good call. >> >> >> >>> >> >> >> >>> On Tue, Jul 7, 2009 at 2:20 PM, Nick Klotz >> >> >> >>> <roracsenshi@xxxxxxxxx> >> >> >> >>> wrote: >> >> >> >>>> >> >> >> >>>> I also had to change the arrow counter directory to reflect the >> >> >> >>>> appropriate file, and the link to the temple within Alan map. >> >> >> >>>> >> >> >> >>>> >> >> >> >>>> >> >> >> >>>> On Tue, Jul 7, 2009 at 4:04 PM, Kent Petersen >> >> >> >>>> <kentkmp@xxxxxxxxx> >> >> >> >>>> wrote: >> >> >> >>>>> >> >> >> >>>>> The only thing that comes to mind is the dofile. In the >> >> >> >>>>> beginning >> >> >> >>>>> of >> >> >> >>>>> templemap.lua there is a part that looks like this >> >> >> >>>>> ----------------------------------------- >> >> >> >>>>> --Geometry >> >> >> >>>>> ----------------------------------------- >> >> >> >>>>> >> >> >> >>>>> dofile("./scripts/maps/templemap_geometry.lua"); >> >> >> >>>>> >> >> >> >>>>> >> >> >> >>>>> Just make sure that is accurately updated. >> >> >> >>>>> >> >> >> >>>>> On Tue, Jul 7, 2009 at 1:40 PM, Nick Klotz >> >> >> >>>>> <roracsenshi@xxxxxxxxx> >> >> >> >>>>> wrote: >> >> >> >>>>>> >> >> >> >>>>>> In order to break it down into separate maps I want to move >> >> >> >>>>>> and >> >> >> >>>>>> rename >> >> >> >>>>>> some files, specifically these changes: >> >> >> >>>>>> Add folder FirstTemple inside scripts/maps >> >> >> >>>>>> >> >> >> >>>>>> Rename templemap to FirstFloor >> >> >> >>>>>> Rename templemap_geometry to FirstFloor_Geometry >> >> >> >>>>>> >> >> >> >>>>>> Move FirstFloor and FirstFloor_Geometry to new location >> >> >> >>>>>> scripts/maps/FirstTemple >> >> >> >>>>>> >> >> >> >>>>>> >> >> >> >>>>>> Kent, will any of the above changes effect your scripts? >> >> >> >>>>>> >> >> >> >>>>>> PS: All art will stay inside its current folder. >> >> >> >>>>>> >> >> >> >>>>>> On Tue, Jul 7, 2009 at 3:37 PM, eric drewes >> >> >> >>>>>> <figarus@xxxxxxxxx> >> >> >> >>>>>> wrote: >> >> >> >>>>>>> >> >> >> >>>>>>> just break it down into different maps, why not? >> >> >> >>>>>>> >> >> >> >>>>>>> On Tue, Jul 7, 2009 at 4:07 PM, Kent Petersen >> >> >> >>>>>>> <kentkmp@xxxxxxxxx> >> >> >> >>>>>>> wrote: >> >> >> >>>>>>>> >> >> >> >>>>>>>> There will be more work depending on how exact you want it. >> >> >> >>>>>>>> I >> >> >> >>>>>>>> could >> >> >> >>>>>>>> use the gridtest system I set up to determine where the >> >> >> >>>>>>>> player >> >> >> >>>>>>>> is >> >> >> >>>>>>>> when they >> >> >> >>>>>>>> fall down. All and all, it doesn't seem to difficult to >> >> >> >>>>>>>> have >> >> >> >>>>>>>> that >> >> >> >>>>>>>> happen >> >> >> >>>>>>>> >> >> >> >>>>>>>> On Tue, Jul 7, 2009 at 1:05 PM, Kent Petersen >> >> >> >>>>>>>> <kentkmp@xxxxxxxxx> >> >> >> >>>>>>>> wrote: >> >> >> >>>>>>>>> >> >> >> >>>>>>>>> Yes you can >> >> >> >>>>>>>>> >> >> >> >>>>>>>>> On Tue, Jul 7, 2009 at 1:02 PM, Nick Klotz >> >> >> >>>>>>>>> <roracsenshi@xxxxxxxxx> >> >> >> >>>>>>>>> wrote: >> >> >> >>>>>>>>>> >> >> >> >>>>>>>>>> My two biggest concerns with designing the temple as one >> >> >> >>>>>>>>>> large >> >> >> >>>>>>>>>> map >> >> >> >>>>>>>>>> instead of breaking it down are: cost issues, and being >> >> >> >>>>>>>>>> able >> >> >> >>>>>>>>>> to >> >> >> >>>>>>>>>> see other >> >> >> >>>>>>>>>> parts of the temple before you're supposed to (via camera >> >> >> >>>>>>>>>> angle). >> >> >> >>>>>>>>>> >> >> >> >>>>>>>>>> Unless these can be put to rest by using different >> >> >> >>>>>>>>>> techniques >> >> >> >>>>>>>>>> (ie: >> >> >> >>>>>>>>>> not loading certain parts into memory until they're >> >> >> >>>>>>>>>> within a >> >> >> >>>>>>>>>> certain >> >> >> >>>>>>>>>> distance) or some other way I haven't come up with, I >> >> >> >>>>>>>>>> will >> >> >> >>>>>>>>>> begin >> >> >> >>>>>>>>>> constructing the second part of the temple as a separate >> >> >> >>>>>>>>>> map. >> >> >> >>>>>>>>>> This brings >> >> >> >>>>>>>>>> up another questions however. Is it possible to have the >> >> >> >>>>>>>>>> player fall into >> >> >> >>>>>>>>>> the basement in a specific position depending on which >> >> >> >>>>>>>>>> tile >> >> >> >>>>>>>>>> the >> >> >> >>>>>>>>>> player falls >> >> >> >>>>>>>>>> through? >> >> >> >>>>>>>>>> >> >> >> >>>>>>>>>> >> >> >> >>>>>>>>> >> >> >> >>>>>>>> >> >> >> >>>>>>> >> >> >> >>>>>> >> >> >> >>>>> >> >> >> >>>> >> >> >> >>> >> >> >> >> >> >> >> > >> >> >> > >> >> >> >> >> > >> >> > >> >> >> > >> > >> > >