Author Topic: Planetary Map  (Read 3379 times)

Anyone know how to make the sun large and visible?

I really need this for my upcoming Planets map.

Another question, do physical zones interact with each other or do they combine their effects together?

For instance, if I covered all the map, all the planets in one massive physical zone that had a gravity multiplier of 2 and then placed a smaller physical zone around a planet that had a gravity multiplier of .5, would the player have normal gravity? (cancellation) or would the planetary gravity take precedent?

You asked an interesting question, so I decided to research myself, I figured it would be a good addition to my mapping guide.

When two environment fields are placed, their gravity mods are multiplied, like you guessed. So if a 5x gravity and a 0.1x gravity field overlap, you will have 0.5 gravity.

So this could cause a problem if you were hoping to have no gravity in space, since 0 times any number is 0. You could help fix the problem by making the gravity in space 0.01, and then making the gravity on the Earth sphere 100.

If you need the gravity mods for each body in our solar system, I copied this table off of Wikipedia:

Name  Magnitude
The Sun    27.9
Mercury   0.37
Venus   0.88
Earth   1.00
Moon   0.16
Mars   0.38
Jupiter    2.64
Io    0.18
Europa    0.13
Ganymede    0.14
Callisto    0.12
Saturn    1.15
Urstar fish    0.93
Neptune    1.22
Pluto    0.06


As for making the sun visible, either use the sun fx object, or use a large static object if you want people to actually be able to fly to the sun. You should probably put a huge kill trigger around it if you use that method.

If you use the fx object, you can change the radius and brightness of the sun fairly easily.

Oh, and vehicles aren't effected by gravity mods, so you'll be able to drive your jeep off of the side of the Earth and fall into infinity.

Ok, thanks for the research.

Hmm...so it multiplies eh? That makes things a bit more complicated. My 'earth' has a double modifier around it but if I want to space to be 10% then I need to change the earth moddifier to x20 right? Ok.

As for the FX object, does that spawn a light source in 3D space or is it like the normal sun found in most maps?

It creates something similar to a particle glued in the skybox. You can animate it and stuff.

But from what I you said, you decided to go with a particle as the sun, so it doesn't matter.

Well, I still want to do the particle thing but I can't seem to figure out how to make it.

Anyway have any knowledge/skill in making custom emmiters?

It just needs to be a giant fire ball that is low lag. Orange/yellow if possible.

I could also use a kill trigger. (there isnt one in standard BL) I would really really like a message that says "blockhead1234 was imolated in the sun".

Oh, and heres a nice screenshot to show how much is done so far....

have a real big particle emmiter.


Quote
have a real big particle emmiter.


Obviously...

That was my plan, problem is that emmitters don't change when you scale them in TGE so I need a custom one that is naturally huge.

I'm also having some other troubles. Whenever I load the map, all the physical zones seem to have reset themselves to a gravity mod of 40. Is this a glitch? A limit? only the space zone of .01 doesnt change. Any ideas?

i meant real big particles but the edit buttons gone.

ok...that basically what I wanted. Problem is that I have no idea how to make a "giant particle emitter". :(

Ye make your datablocks and shove em into a .cs and execute them in addons or something, then make a particle emmiter in World editor and select the SunFireEmitter datablock.
Code: [Select]
//=======================
//=                The Sun                   =
//=======================
//Sun Fire particles
datablock ParticleData(SunfireParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 0.15;
constantAcceleration = 0.0;
lifetimeMS           = 1000;
lifetimeVarianceMS   = 805;
textureName          = "base/lighting/corona2";
spinSpeed = 10.0;
spinRandomMin = -150.0;
spinRandomMax = 150.0;
colors[0]     = "1.0 1.0 0.0 0.4";
colors[1]     = "1.0 0.5 0.0 0.5";
   colors[2]     = "0.60 0.20 0.20 0.3";
   colors[3]     = "0.5 0.0 0.0 0.0";

sizes[0]      = 0.25;
sizes[1]      = 0.85;
   sizes[2]      = 0.35;
  sizes[3]      = 0.05;

   times[0] = 0.0;
   times[1] = 0.05;
   times[2] = 0.3;
   times[3] = 1.0;

useInvAlpha = false;
};
//Sun Fire Emmiter
datablock ParticleEmitterData(SunFireEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 1;
   ejectionVelocity = 0.25;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SunfireParticle";
};

don't forget make all the sizes real big, sad that the edit button has run away otherwise i would've changed the size values.

So where does the above code go?

into a .cs prefrably in the addons folder.


hmm...much too laggy. Any way you could reduce the number of particles or something? Perhaps make them spawn less often and last longer?