Suggestion for dod_object


Glidias
02-03-2004, 06:11 AM
Can we attach a .mdl (prefably a custom .mdl) to the player model when the player is carrying an important dod_object??

Craftos
02-03-2004, 10:12 AM
A cow for example ?

Glidias
02-03-2004, 10:46 AM
No....a parachute.

And upon touching the ground (which contains a dod_object_goal and thus removes the dod_object u r carrying) , it triggers a game_player_equip for that particular dod_object. Each dod_object will target a different game_player_equip when u land and will contain different sprites when u pick it up as u fly outta that dreaded door. Sprites could be modelled after anything....like a standard Paratrooper squad roles or use sprites of all the BOB character faces. When you pick up a dod_object as u fly outta the C47 door, a unique sound is played for the dod_object u picked up, a "jumping off plane weee heee" sound expression and the same sound continues on throughout the entire jump-down sequence with all chaos surrounding you....so every jump has a different sound. So, depending on the luck and what objects you snatched up as u jump thru the door, u will play different roles (or perhaps different characters). Interesting idea eh? Or you pick up a dod_object and get equiped with a jump suit that contains all the weaponary hidden within it. WHen you land, you'll be eager to find out what you've got.

Originally, i thought Sprite to Show Above Player for dod_object could work. And thus, (since you know HL doesn't differentiate between Sprites and Models....they are essentially the same thing and either a .spr or .mdl can be used). So, rather than use a .spr for the "Sprite to show above player", i use an .mdl instead. In fact, I tried and replaced the tree sprites used in dod_valley (if u played b1.0 of DoD u'll know that map) with tree .mdls (by renaming the mdl as 'tree.spr' which dod_valley uses) and guess what? Really really solid .mdl trees were displayed instead of sprites. The same goes vice versa. You can convert yr .mdls to sprites if u wish! Just rename yr sprite.spr as sprite.mdl!

Particle_shooter is good as it allows precise gravity and falling of objects and allows you to adjust "spin" to zero. Env_shooter spins are too erratic and bounce too much...a real no no (reply to me if u can ensure env_shooters shoot out models that remain steady and level). However, particle_shooter can't spill out .mdls (the new fgd suggests otherwise..a real bug). THe reason why particle_shooter can't shoot out models, is because of the scaling of particles when the particles are being shot out. All "particles" being shot out are being scaled (ie. expanded) from tiny size to full size....and models most likely don't support dynamic real-time scaling unlike sprites. Then again, i might be wrong and perhaps the render mode or built in color settings in particle_shooter would conflict with the ability to shoot out models. Of course, it may be possible to use a 2d parachute sprite, but that might look horrible dont you think? If you can find a way to shoot out models with a particle_shooter, reply to me. Imagine spilling out tons of whatever stuff imaginable!

Speed Bean
02-03-2004, 11:57 AM
I hate to post off topic, but we are all ready to set you up at www.dssgr.net. Still interested?

Craftos
02-03-2004, 02:08 PM
Hm, sprites are single, usually 2 dimensional face (faced always to screen), models are typically a lot of faces with 3D coordinates, so a lot more calculations and drawing is needed. It would be good, but it could totally kill poor old HL.

But I think nobody invests in HL1 anymore , it's waste of time and resources when HL2 is "close".

VoodooChild
02-06-2004, 11:54 AM
I for one would like to see Glidias's suggestion taken into serious account for future versions.

Example:
A player who picks up a bangalore should have a bangalore either:

A: On his backpack or
B: In his hand in lieu of his weapon

A player who pics up a satchel charge should have a new bag on his character showing more equipment.

(whether he drops his weapon or can switch between obj models would obviously be up to the coder)

Much more realistic, provides a lil more differential in the player models on screen. While some of you may think it a waste of time to do this on HL1, it is PRACTICE for HL2.

Trying to impliment new features such as these now could save you time and hassle, and could spice things up a bit for what we to play with now.

Use Low poly models, and just make sure the texture is good. A bangalore could be a 6 sided brush with a good texture on it.

Good Idea Glidias, im sure its been brought up before, but once again, I feel it should be taken into serious consideration.

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