Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#331
risingstar64 wrote:
If you want it to extend endlessly I could write you a script to add and remove tiles from the rendergroup as the player moves. I needed to achieve something similar to this when I was working with pygame due to python's poor calculation speed, and I ended up turning tiles on and off for collision checking every 10 frames. By breaking it up over a period of time over which even at max velocity the player could not leave the area of collidable objects, I was able to cut back on calculation time without using a separate thread. In the collision detection scripts, If the player was the object checking for a collision with a tile it would only check the player against tiles that were on for collision detection, but if the object was an npc it would check against all tiles to avoid npcs falling through the ground. Because in this scene there will only be 1 npc, I think this could be quite useful if we need to speed things up a bit. This worked better than you might think because the player's physics were far more computationally expensive since there were so many things the player could do, and states he could be in, where the enemies really just needed to stay level with the ground.
Sorry, I guess I worded by problem a bit poorly there. I can easily limit what tiles are drawn by either decreasing the fog distance or hiding the mesh(Tiles are in their own separate dim array). One issue is that I need to repeatedly extend the array of all known tiles in order to do this which isn't so bad, but it is a pain to reset once the map is re-created since we don't want to have a dim array of (40,40) holding (25,25). My concern however, is whether or not the new map generation system(Or the current one for that matter) will accommodate this. The current system holds maps as static entities, which is why it pieces rectangle maps seamlessly with each other. Dynamic maps like the pocket dimension have to keep their pieces in check or they traverse into another room. Don't get me wrong, this can be dealt with, but nearly everything related to positioning in this game assumes it's above 0 on the y coordinate. I'd prefer to see what the new map generation system is like before coming to a conclusion on this, but you guys can decide on what you feel needs to be done.

EDIT:
Just another thought, but wrapping would make the map more disorienting by allowing you to come back to the path after moving along the width of the map. Not sure if this is the kind of thing you want.
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Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#332
MonocleBios wrote:Can you see light behind it? Or does it look like the tile doesn't match?
It seems that the tiles don't quite match at an almost microscopic level, the blue fog-light is shining through them at the edges; perhaps move them a tiny bit closer? It's okay if they clip into each other a teeny bit if need be.
mrpeanut188 wrote:Uhh.... It actually DOES have normal mapping for bumps. Not the detailed kind though.
And the "mis-match" are small pixels of light shining through the ground, should not be noticeable when the fog comes.
OH, the Bark Texture does? I didn't assign any normal mapping to it in fragMOTION, so it can't be being used in-game.
Juicy wrote:Remember that normal maps are messed up in this engine
Yep. I hope the C++ conversion will come sometime soon..
MonocleBios wrote:Sorry, I guess I worded by problem a bit poorly there. I can easily limit what tiles are drawn by either decreasing the fog distance or hiding the mesh(Tiles are in their own separate dim array). One issue is that I need to repeatedly extend the array of all known tiles in order to do this which isn't so bad, but it is a pain to reset once the map is re-created since we don't want to have a dim array of (40,40) holding (25,25). My concern however, is whether or not the new map generation system(Or the current one for that matter) will accommodate this. The current system holds maps as static entities, which is why it pieces rectangle maps seamlessly with each other. Dynamic maps like the pocket dimension have to keep their pieces in check or they traverse into another room. Don't get me wrong, this can be dealt with, but nearly everything related to positioning in this game assumes it's above 0 on the y coordinate. I'd prefer to see what the new map generation system is like before coming to a conclusion on this, but you guys can decide on what you feel needs to be done.

EDIT:
Just another thought, but wrapping would make the map more disorienting by allowing you to come back to the path after moving along the width of the map. Not sure if this is the kind of thing you want.
Mhm.. yes, perhaps waiting and seeing how the new map generation System Regalis is working on acts is best, he hasn't logged on in a bit, but I think we should try and shoot him some PM's to come take a look at the thread and generation system for SCP-860 and see how we can get them to come together.

As for the map, YES, SCP-860-1 is meant to be disorientating on every subsequent re-visit (hopefully seeing as the player might abuse it's testing room as a valuable shortcut between areas or to reach a room with useful equipment or something). Enma Ai said the dimension is in fact sentient and changes to it's needs, exploration logs detail anomalous changes randomly and other things. My idea later on for the forest after it's first version was implemented successfully was to then have tiles randomly change or the pathway disappear. For instance: if the player chose to wander off into the forest to explore or something, then went about 10 tiles away from the path and then decided to walk back to the path, the path would be de-spawned and instead replaced by normal ground tiles with they're respective flora/etc. Then the player reacts something like "Uhm... did I really walk this far away? Where's the path??" Only to horrifically realize that they're now literally lost in an endless forest with a creature hunting them. But as the player continues wandering and more tiles spawn, the path and the entrance/exit doorways will re-generate and give them a chance to get out again.

But it seemed a bit advanced to implement that to start, so I just think that a randomly generated forest with room tiles will be okay for a first version. ;)
A couple more things I forgot to ask for the generator:
-Please make it longer from wall to wall. Yes, I'm serious (if it's feasible), I used my stopwatch to time how long I could sprint from one wall to the other most efficiently and it was almost about a minute. Judging by how long the Class-D test subjects traverse in the exploration logs, the amount of meters traveled average to around 5 minutes for a normal male adult. I want the forest dimension to literally feel like they entered another world for a long period of time, then suddenly re-emerge into the facility and feel a bit awkward suddenly being back in it. (almost as if they forgot they were playing SCP:CB and not SCP-860 :laugh: )

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#333
Mirocaine wrote: A couple more things I forgot to ask for the generator:
-Please make it longer from wall to wall. Yes, I'm serious (if it's feasible), I used my stopwatch to time how long I could sprint from one wall to the other most efficiently and it was almost about a minute. Judging by how long the Class-D test subjects traverse in the exploration logs, the amount of meters traveled average to around 5 minutes for a normal male adult. I want the forest dimension to literally feel like they entered another world for a long period of time, then suddenly re-emerge into the facility and feel a bit awkward suddenly being back in it. (almost as if they forgot they were playing SCP:CB and not SCP-860 :laugh: )
Are the tile dimensions alright now? The map is currently (25x25) with the current dimensions, are you thinking something like (25,125)?
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Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#334
MonocleBios wrote:Are the tile dimensions alright now? The map is currently (25x25) with the current dimensions, are you thinking something like (25,125)?
Yes, that sounds right (although pretty big). 5x the greater distance between the concrete walls.

-I'm also trying to upload the 860 asset pack, but Mediafire is cutting it short at 10% with an upload failure, most likely due to the poor net I got here or technical problems on they're side I often read about. :evil:

I'll try to probably upload it in smaller bits under 10MB and see if that works.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#335
Mirocaine wrote:
MonocleBios wrote:Are the tile dimensions alright now? The map is currently (25x25) with the current dimensions, are you thinking something like (25,125)?
Yes, that sounds right (although pretty big). 5x the greater distance between the concrete walls.

-I'm also trying to upload the 860 asset pack, but Mediafire is cutting it short at 10% with an upload failure, most likely due to the poor net I got here or technical problems on they're side I often read about. :evil:

I'll try to probably upload it in smaller bits under 10MB and see if that works.
Have you considered splitting the zip file into, say, 20 parts? I would have no problem with downloading the parts, putting them back together, and re-uploading them for you as one archive. Just a suggestion :)