06-13-2011, 09:36 PM
(This post was last modified: 06-13-2011, 10:02 PM by Lord Canistra.)
Can't get the point. Isn't that too much for HDR?
Got soft sun shadows and prop shadowing to work
http://ompldr.org/vOTF6YQ
Also, I'm concerned about how to implement the gameplay idea I have. It's that I want to make players able to begin fire sequence for the tower (which, in fact, is some kind of energy/ion cannon). It'll have 30 seconds preparation stage, when some powerful bonuses and extra weapons will be available inside the main hall and the tower. Then comes firing stage, which will burn down all the players who didn't manage to escape in time. That itself is already implemented, but the effect part seems harder to me.
First, I need to find a way to turn on and off particular light entities to imitate lighting from the cannon beam. relay_activate and relay_deactivate don't seem to have effect on this. Second, some means to interact with shader parameters from within the game must be found (e.g. for changing textures or applying special effects to them) for the duration of firing stage.
Or maybe it's better to remove ability to launch it manually and set the cannon to fire on certain intervals instead? Although that wouldn't be as much fun as first variant. Those who have played Half-Life Deathmatch surely remember the crossfire map. Launching firing sequence immediately turned gameplay on 180 degrees, as all players from every part of the map began to rush towards bunker with losers getting smashed in an airstrike. I'd prefer that kind of gameplay here.
Got soft sun shadows and prop shadowing to work
http://ompldr.org/vOTF6YQ
Also, I'm concerned about how to implement the gameplay idea I have. It's that I want to make players able to begin fire sequence for the tower (which, in fact, is some kind of energy/ion cannon). It'll have 30 seconds preparation stage, when some powerful bonuses and extra weapons will be available inside the main hall and the tower. Then comes firing stage, which will burn down all the players who didn't manage to escape in time. That itself is already implemented, but the effect part seems harder to me.
First, I need to find a way to turn on and off particular light entities to imitate lighting from the cannon beam. relay_activate and relay_deactivate don't seem to have effect on this. Second, some means to interact with shader parameters from within the game must be found (e.g. for changing textures or applying special effects to them) for the duration of firing stage.
Or maybe it's better to remove ability to launch it manually and set the cannon to fire on certain intervals instead? Although that wouldn't be as much fun as first variant. Those who have played Half-Life Deathmatch surely remember the crossfire map. Launching firing sequence immediately turned gameplay on 180 degrees, as all players from every part of the map began to rush towards bunker with losers getting smashed in an airstrike. I'd prefer that kind of gameplay here.