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

#242
mrpeanut188 wrote:
Mmmm.....It should go more diagnal, I don't like how to goes into strait sections, although the map meshes may fix this.
So, like A* with a randomize heuristic?
I'm not too sure how well diagonal paths will work if we use a pre-defined coordinate system, I'll have to see what models/meshes I have to work with.
Last edited by MonocleBios on Wed Jan 16, 2013 7:36 am, edited 1 time in total.
M-x dingus-mode

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

#245
*Sorry for the lack of updates, been busy with other material affairs.

I've found a really nice seamless texture for the concrete wall tiles (oh yes, there will be blood textures) and am revising the door model, it does seem a bit fancy and the foundation really just needs something as simple as a wooden slab with a functioning lock and entrance-exit. It could be literally as simple as this:
Image
Probably with a more silver metal handle though and a sign near it and other things around it that make it look more like a testing object rather than a random wooden door. The door must feel distinct I think though in the facility in order to motivate the player to find an actual key to unlock it, so I think I'll change the color too.

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

#249
MonocleBios wrote:Sorry for the delay, I've been busy with work and school.
I wrote a generator for the base path of the forest on a [25x25] grid. (Branching paths will be done later)
Let me know if this is what you're looking for, or if I can make any improvements

http://www.mediafire.com/?1kfd29ykjfhfza6
WOW, this is great! Just what I imagined it's generation system to be.

Another simple thing I suggest to add the number '2' directly across both opposite sides for the concrete wall tiles, as well as a '3' for the door at the start & end of the path at the concrete walls for the door tile to spawn.

Branching paths would be great too for a first release.

Perhaps in the future as well things like randomly generated higher terrain/hill tiles in the 0 area's with transition tiles etc, but that seems a bit too much for a first release right now though.