Author Topic: fish tank map  (Read 4248 times)

I was wondering if it was possible if someone could make a giant fish tank map for the players to build in it would include gravel, fake seawead, some rocks maybe a fake pirate ship or a treasure chest with bubbles and if possible fish swimming in it. In the background when looking threw the glass it could be in someones room so it doesnt seem like a random fish tank in the middle of nowhere.If no one likes this suggestion please dont flame me i just wanted to know if someone could make it because i would love making builds in an fishtank.
« Last Edit: May 21, 2008, 01:45:14 PM by Lord Tony »

This is a great idea! But there shouldn't be a pirate ship. Just lots of area to build your own ship. One or two fish would be a nice touch, though.

I see a treasure chest at the bottom of the tank... with BUBBLES

I was actually thinking of making this a long time ago, but for some reason I decided not to. Instead, I just included one in my Ghost's House map. If someone could model and animate a fish that swims around I would gladly make this map.

it seems that moving fish would make a lag. Idk worth a shot.

i like the pirate ship idea

I was actually thinking of making this a long time ago, but for some reason I decided not to. Instead, I just included one in my Ghost's House map. If someone could model and animate a fish that swims around I would gladly make this map.


I think i know someone who can model and animate the fish

http://www.blockland.us/smf/index.php?topic=13698.0

from autumn pond you can ask who ever made the snail and maybe if they agree they can make an animate the fish but i dont think the fish should be a vehicle though or maybe badspot can help who knows this could be an excelent map for v9
« Last Edit: May 21, 2008, 01:40:07 PM by Lord Tony »

Packer had what seemed to be a moving interior on his Flying Board map (The propellers), but when I asked him about them, he said they weren't interiors at all.

I'll have a try at this.

Packer made animated .dts shapes, you can't animate interiors, atleast not with the resources I have. I wonder if there is a way to make the fish as bots, change the model of the minifig, and have them spawn automatically when the map is loaded? They could move like Space Guy's bots, but would hover on the Z axis.

Packer made animated .dts shapes, you can't animate interiors, atleast not with the resources I have. I wonder if there is a way to make the fish as bots, change the model of the minifig, and have them spawn automatically when the map is loaded? They could move like Space Guy's bots, but would hover on the Z axis.

is it also possible to make the fish swim away when you get close to make it seem more realistic?

I'm sure it's possible, but it might be too difficult to script. I just want simple bots which swim around in a set path, they don't have to react to anything except the walls of the fish tank, kinda like the way Space Guy's bots avoid walls. But, the more realistic the better.

I'll have a try at this.

Your going to make the map or the fish?


I'm sure it's possible, but it might be too difficult to script. I just want simple bots which swim around in a set path, they don't have to react to anything except the walls of the fish tank, kinda like the way Space Guy's bots avoid walls. But, the more realistic the better.

I'll have a try at this.

Your going to make the map or the fish?
Just the tank.
I hope you can disable floodfill so this can work properly.

No, but Wedge posted something on that a while ago. You CAN spawn non-floodfill water, but changing it doesn't seem to work.

EDIT: Do this.
I haven't had an opportunity to try any other settings besides this, but this is what Badspot used in the tutorial map.

It works perfectly, you can even make water staircases you can swim up.

Code: [Select]
   new WaterBlock() {
      position = "-16 -120 60.6546";
      rotation = "1 0 0 0";
      scale = "32 32 32";
      UseDepthMask = "0";
      surfaceTexture = "~/data/water/TSwater1";
      ShoreTexture = "~/data/water/TSwater1";
      submergeTexture[0] = "~/data/water/TSwater1";
      submergeTexture[1] = "~/data/water/TSwater1";
      liquidType = "OceanWater";
      density = "1";
      viscosity = "40";
      waveMagnitude = "0";
      surfaceOpacity = "0.4";
      envMapIntensity = "0";
      TessSurface = "10";
      TessShore = "30";
      SurfaceParallax = "0.5";
      FlowAngle = "90";
      FlowRate = "0.05";
      DistortGridScale = "0.1";
      DistortMag = "0.015";
      DistortTime = "0.5";
      ShoreDepth = "20";
      DepthGradient = "1";
      MinAlpha = "0.03";
      MaxAlpha = "0.03";
      removeWetEdges = "1";
      specularColor = "0.000000 0.000000 0.000000 0.000000";
      specularPower = "0";
         textureSize = "32 32";
         params2 = "0.39 0.39 0.2 0.133";
         params0 = "0.32 -0.67 0.066 0.5";
         floodFill = "1";
         extent = "100 100 10";
         params1 = "0.63 -2.41 0.33 0.21";
         envMapTexture = "base/data/skies/sunset_0007";
         params3 = "1.21 -0.61 0.13 -0.33";
         seedPoints = "0 0 1 0 1 1 0 1";
   };
« Last Edit: May 22, 2008, 11:27:22 AM by Falcondude »