Author Topic: Planets Map 2.0 Discussion (CONTEST OPEN)  (Read 12898 times)

For the terrain part of the planets are you doing the same idea as I did with Form planet? I found a pretty easy way to do it but has a few issues.

Well, originally I was going to use a terrain block(s) but that turned out to be too glitchy/restricted so I went back to interiors which aren't much better.

But yes, essentially I am doing what you did with your Form Planet map, but without the really high walls and with some hills and trees and such added in. If you'd like to give me a hand, I would appreciate it.

I've got the DTS shells working fine now so it's mostly a matter of switching textures out for most planets.

You can use that interior I sent you if you like, I don't have a use for it.

You can use that interior I sent you if you like, I don't have a use for it.

And what is that?

I was hoping to wait until I had some cool screenshots to show you before I even make a topic on the map but there are certain decisions related to the fundamental design of the map that could use some healthy discussion before I start assembling the map. I'm asking for community input because ultimately you are the people who are (hopefully) going to be using the map and it helps to get outside perspective.

Issue #1: Gravity

May as well start with one of the tougher subjects. Should the map contain normal gravity throughout? or just normal gravity around planets?

On one hand, having normal gravity throughout the map makes flying vehicles easier and avoids some of the glitches and annoyances associated with using interacting physical zones. Also, how should the player move in a zero-G environment without the aid of vehicles?

On the other hand, zero-G is more realistic (I am so going to regret saying that later) and provides the map with a unique feature.

Issue #2: Scale

How far are we willing to go beyond practicality to achieve a scale representation of the planets? Should the planets reflect their actual comparative sizes? or should the planets be sized more reasonably in a way so as not to fill the whole screen with Jupiter and Saturn?

Also tying into the scale issue is the spacing and positioning of the planets. Should the planets be spaced very far apart (like in version 1) or should they be closer together for convenience? How should the planets be placed relative to the sun? would it be acceptable to place the planets equidistant from the sun to form a circle around it with even spacing between each planet?

Issue #3: What to build on

The previous version of the map used very basic interiors for the surface of the planet and was not without problems. The interiors were very sensitive to light, had poor collision detection and looked really dull. What should replace them? Should I include a more detailed version of the interiors with hills and perhaps a trench for some water bricks? Any alternatives? Should trees and grass be placed on the ground?


I value your input and if you have any additional suggestions I am open to them. A penny for your thoughts?

Do you have some screenshots?

Update: Hurricane Ike has knocked out the power to my house and the generator we have isn't strong enough to power my main beast computer so work on the map is temporarily suspended.

I might use your interior wedge as it seems pretty good. I will, however need other terrains for other planets. I really wanted players to be able to build on the planets, so if you could add in some flat areas I would appreciate it. Also, I'd like to use a brick texture for ground.

I don't have any screenshots for you, but I sent Packer a link to a short test video. He may share that video if he wishes. It just shows what planets now look like from the outside including the animation.

I uploaded it to Youtube because generally people won't download it as a file, I credited you in the description. You really put effort into the detail and effects of it and it really shows, not some thing you see around the BL forums these days.

http://www.youtube.com/watch?v=nyIYwMRvYok
You can post it where ever.

Update: Hurricane Ike has knocked out the power to my house and the generator we have isn't strong enough to power my main beast computer so work on the map is temporarily suspended.

I might use your interior wedge as it seems pretty good. I will, however need other terrains for other planets. I really wanted players to be able to build on the planets, so if you could add in some flat areas I would appreciate it. Also, I'd like to use a brick texture for ground.

I don't have any screenshots for you, but I sent Packer a link to a short test video. He may share that video if he wishes. It just shows what planets now look like from the outside including the animation.

All you need to do to texture it is change the textures already included in it to something else, just keep the same names. I can add flat places, and I'll leave the choice of textures to you, but I really don't like the idea of brick textures on the ground. I don't have brick textures either, so you'll just get place holder textures you can change (or keep, I'm not using stupid dev textures or anything).

There was a script the was a gun that when shot it recolied and shot you back :D just remake but nut a gun.

I uploaded it to Youtube because generally people won't download it as a file, I credited you in the description. You really put effort into the detail and effects of it and it really shows, not some thing you see around the BL forums these days.

http://www.youtube.com/watch?v=nyIYwMRvYok
You can post it where ever.
Super lovey :D

@Packer - Thanks for posting the video. Good idea to use Youtube.

@Wedge - fair enough. As an alternative to using a brick texture, how about a solid color (like green for grass) with a noise filter applied to it? If your using Constructor then you can just send me the scene file and I will update the textures.

@Infomaniac - I'm contemplating several different ways to move around in zero-G and a handheld pull-gun is one of them. I really liked Nitramtj's system as it was simple and intuitive.

@Everyone else - Bare in mind that the video packer posted isn't entirely accurate about the smoothness of the animation. The animation is much smoother in game and there is no noticeable stutter.

The nice thing about the model I have created for the earth is that I can reuse it for almost all of the planets (other than saturn). I will simply have to switch out some textures and reexport.

Only issue I am having with the model is that when I finally got the transparent cloud layer working, the LOD mesh system seemed to break down, but perhaps it's just less noticeable. Only some stress-testing will really prove if this map is playable for most people.

Constructor can't load the sphere.

Constructor can't load the sphere.

forget you DIFFs, forget you.

OK, just go ahead and use a temporary texture. I will replace it as necessary. As I said earlier, I will need more than just earth, so if you could do mars and the other planets with a verifiable surface.

It would be cool if each had unique features such as giving the moon small craters and perhaps I could make an ice crystal DTS shape to be used on Pluto.

Gas Giants will be dealt with differently.

I uploaded it to Youtube because generally people won't download it as a file, I credited you in the description. You really put effort into the detail and effects of it and it really shows, not some thing you see around the BL forums these days.

http://www.youtube.com/watch?v=nyIYwMRvYok
You can post it where ever.
Oh my god, this map is gonna pwnz every map.

Hooly god, 200x :cookie: for RW!

Every one is suggesting the planet should rotate a bit slower, I suggest half the speed.

Every one is suggesting the planet should rotate a bit slower, I suggest half the speed.

Originally I had it spinning really slow (1 revolution every 24 minutes) but unfortunately the DTS Exporter won't allow me to set the FPS of the animation.

The other Exporter (DTS Plus) will allow me to set the speed of the animation, but doesn't work correctly with the transparent cloud layer.

I'm already using 1440 frames...you really want me to double that?     :0