Lets Optimize Balloon Race!

Discussion in 'Mapping Questions & Discussion' started by Rizz, Dec 22, 2011.

  1. Rizz

    Rizz L5: Dapper Member

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    I've been playing a little bit of Balloon Race lately and I noticed that a lot of people bug out on the map. They fall through the ship, the ship jags back and forth while on it's course from A to B, etc. I'm far from the mapping expert as my expertise's lies with 3d modeling.
    So, I propose (hopefully with the permission of the original creator) to make a 3d model of the ship, and add a few brush volumes such as glass windows, "buildables here" volumes, etc).
    I don't want to change or add to much to the original creation, but I would like to add one fun feature. I'd like to add an area where you can build in the cargo area of the ship. It would act as a platform for a sentry. It would be the only area you could essentially build on the ship. Once it's built, any player can press a button and a door opens in-front of the sentry and the platform extends partly outside the ship. These openings for the sentry platforms would be on the sides of the ship and would act as a traditional cannon.

    I want to keep the layout for the ship fairly canonical to the creators original version of the ship.
    Here is what I have thus far.
    http://img830.imageshack.us/img830/749/shipc.png
     
  2. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    That idea with the moving geometry would require your model to have animation. And if I remember correctly, the sentry would stay in place if you moved something under it. Even if you grouped it.

    But if someone can figure out a way to get it to work then It'd be relatively easy to make it so that only a certain part of the ship could be built on.

    Do you know how to make the collision mesh for the ship? That's kinda important.
     
  3. Sergis

    aa Sergis L666: ])oo]v[

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    iirc moving vphys collisions are even worse than brushes
     
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  4. Rizz

    Rizz L5: Dapper Member

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    Not with SDK, but the internet is full of useful information. I know how to make a collision mesh with UDK, so I'm sure it's somewhat similar.
    Regarding the animations and the door.
    Inside the basement area of the ship will be a platform that's beside the wall. The engy builds a sentry on the platform. Beside the platform on the wall is a button. If a player presses the button, a door opens up and the platform with the sentry still on slids outside the ship, extruding outwards. Press the button again and it brings the platform back in.


    It doesn't seem that way with payload cart on pl_frontier.
    http://www.youtube.com/watch?v=7kXJErvFfdE
     
    Last edited: Dec 22, 2011
  5. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Moving things an Vphys is generally a really bad idea with TF2, it just doesn't work (this is why you very very rarely see Vphys items in TF2 maps... and this is why the beachball/soccerball in tf2 suck)...



    Mangy worked around this on frontier just some interesting clipping/brushwork iirc.
     
  6. Rizz

    Rizz L5: Dapper Member

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    If it can be worked around, then it can be done right?
     
  7. Kiddnils

    Kiddnils L3: Member

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    Same as FrOZ3n said Mangy made the platform (for the players) out of brushes. The real train is a prop with additional clipping. But I think you can't optimize it much because the ship moves too fast. So there is no real reason for a remake. The sentry(cannons) would just kill the players and don't add fun to the gameplay.
     
  8. Rizz

    Rizz L5: Dapper Member

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    Lets let the gameplay decide that, shall we?
     
  9. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Not saying that it can't be done, but it would be silly and a waste of time for people around here to do.
     
  10. Rizz

    Rizz L5: Dapper Member

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    I kind of figured I was preaching to the quire. :/
     
  11. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Choir*
     
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  12. Sergis

    aa Sergis L666: ])oo]v[

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    Now that was unexpected.

    :p
     
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  13. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    When both your parents are ministers, you tend to get religious related things right.
     
  14. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    "If you jump off that cliff, you'll die!"

    "Let's leave that up to gravity to decide!"
     
  15. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    /me puts a trigger_gravity at cliff.


    But, to reiterate what has been said. Nothing can really done to make it better, and it isn't even a TF2 thing. Source networking does not perform player prediction properly when they are on a moving object, hence the jittery behavior. If you play local, everything will be buttersmooth even if you are riding an elevator that moves at thousands of units per second.
     
  16. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Seconding Boojum here, this is more of an engine/networking issue, not a map issue.

    There's a reason most TF2 maps, up until recently, included no moving platforms... And even those that have been introduced in the past couple months, after several engine improvements, are very limited in function and significance.

    It's like tic tac toe. If you don't want to play a buggy map, the only winning move is not to play balloon race.
     
  17. Rizz

    Rizz L5: Dapper Member

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  18. Beetle

    Beetle L9: Fashionable Member

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    It could be used...as a static prop.
     
  19. TheKieranator

    TheKieranator L6: Sharp Member

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    Actually, he's not wrong in saying quire...
     
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  20. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Well shit.