Jive Turkey
L3: Member
- Jan 22, 2008
- 120
- 32
This map is very cool looking. I'm looking forward to playing it later tonight, but for now a few suggestions.
You can find the right tire spin with a little math. angular velocity * radius = linear velocity. So the speed of your ground texture scroll divided by the radius of your tires would give you the proper rotational speed of your tire texture (I'm assuming that is how you did the spin animation, with a material?). That's in radians so convert to degrees (multiply by 180/PI) if necessary. I haven't done many materials myself so I'm not quite sure how that operates.
You should also simulate the tires moving through their shock range over bumps in the terrain by making the tires bob up and down a few small units. You could do this by tying each tire brush to a func_door entity and giving it a lip equal to the tire's diameter minus a few units. Then you repeatedly open/close these func_doors with the randomized firing of logic_timers. You could even have the doors play some sort of slight suspension sound.
And as someone else suggested you should use an env_shake. Set its frequency to 255 and give it a suitably small magnitude to give a slight rumble to the passengers.
They're all small touches but I think they'd go a long way to selling the speed and the mass of the convoys, which is the most attractive part of your level.
Also, have you tried putting a few phys_ragdollmagnet entities along the ground around the convoys? It could be a little tricky getting the right number of them and the right radius (so as not to affect ragdolls that fall onto the convoy vehicles themselves), but the effect could be pretty damn cool watching dudes you just killed have their lifeless corpses get tossed far behind the convoys menacing advance.
Anyway that map is sweet looking, gonna try it out later this evening.
You can find the right tire spin with a little math. angular velocity * radius = linear velocity. So the speed of your ground texture scroll divided by the radius of your tires would give you the proper rotational speed of your tire texture (I'm assuming that is how you did the spin animation, with a material?). That's in radians so convert to degrees (multiply by 180/PI) if necessary. I haven't done many materials myself so I'm not quite sure how that operates.
You should also simulate the tires moving through their shock range over bumps in the terrain by making the tires bob up and down a few small units. You could do this by tying each tire brush to a func_door entity and giving it a lip equal to the tire's diameter minus a few units. Then you repeatedly open/close these func_doors with the randomized firing of logic_timers. You could even have the doors play some sort of slight suspension sound.
And as someone else suggested you should use an env_shake. Set its frequency to 255 and give it a suitably small magnitude to give a slight rumble to the passengers.
They're all small touches but I think they'd go a long way to selling the speed and the mass of the convoys, which is the most attractive part of your level.
Also, have you tried putting a few phys_ragdollmagnet entities along the ground around the convoys? It could be a little tricky getting the right number of them and the right radius (so as not to affect ragdolls that fall onto the convoy vehicles themselves), but the effect could be pretty damn cool watching dudes you just killed have their lifeless corpses get tossed far behind the convoys menacing advance.
Anyway that map is sweet looking, gonna try it out later this evening.