Author Topic: Per-axis gravity?  (Read 4946 times)

Taiyo.uk

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Per-axis gravity?
« on: December 04, 2007, 06:35:05 pm »
Is it feasible to implement per-axis "gravity" for the purposes of creating flow effects (as in water currents, strong wind, etc.)?

Odin

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Re: Per-axis gravity?
« Reply #1 on: December 04, 2007, 09:22:25 pm »
Well you could take the gravity simulation code and modify it to allow things such as weight and "push" entities in maps.

epsy

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Re: Per-axis gravity?
« Reply #2 on: December 04, 2007, 10:11:53 pm »
you can only change gravity up or down with quake

however, there are some engines that can do such use of wind, to suck a player, or to throw it
generates pretty sweet gameplay :)

maybe you could use some target_push?
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Paradox

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Re: Per-axis gravity?
« Reply #3 on: December 05, 2007, 02:26:43 am »
Hmm, what would be neat would be for allowing mappers to make different areas change as the point of gravity. Imagine, press a button, and presto, the wall is now the floor.

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Supertanker

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Re: Per-axis gravity?
« Reply #4 on: December 05, 2007, 03:35:40 am »
That would be really useful, especially for space maps. I was trying to use loads of trigger_pushes but it just got annoying. But would the player have to be re-oriented to face the gravity?

Paradox

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Re: Per-axis gravity?
« Reply #5 on: December 05, 2007, 09:27:26 pm »
I think it would re-orient them like the alien wallwalk style of re-orientation.

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Taiyo.uk

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Re: Per-axis gravity?
« Reply #6 on: December 05, 2007, 10:04:05 pm »
Well, I was thinking of just being able to apply arbitrary vector acceleration to players. The drawmodels can be rotated easily enough but the bounding boxes can't be rotated, so that would make real player re-orientation difficult.

The alien wallwalk re-orientation does not rotate the bboxen relies on the wallwalking alien bboxen being cubes or nearly cubes (see the player sizes).


Paradox

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Re: Per-axis gravity?
« Reply #7 on: December 06, 2007, 12:34:37 am »
Hence why dretches bboxes are square.

This would require quite a bit of work, but it would turn out to be really cool.

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Josellis

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Re: Per-axis gravity?
« Reply #8 on: December 06, 2007, 11:41:32 pm »
lol, yeh, that's would be awesome...

Imagine all these small rooms and tunnels with each a different gravity direction... you enter a room and you fall to the wall, and you go in another and you fall on the roof.... or even better, a constantly changing gravity, you fall on the floor, then slide to on wall, then slide again onto another wall, then slide on the roof, lol. There could be some really interesting battles.....

Knowitall66

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Re: Per-axis gravity?
« Reply #9 on: December 07, 2007, 01:57:51 am »
Not for aliens make biting things even more difficult if you keep being thrown around,

epsy

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Re: Per-axis gravity?
« Reply #10 on: December 07, 2007, 04:44:55 pm »
destroy the bbox then rebuild it in the new orientation ? or quake can't destroy a bbox without killing the player? no...i already seen a trem mod where i seen players without any bbox...probably on benmachine...

so, except if you want the players to rotate hell slow, i think destroying it and rebuilding it on the fly won't be that weird

edit: 1/ btw,as for now a trigger_value with a negative value as gravity will not work
2/ if such a feature has to be included, i wish gravity could not only be linear, but also point based ( attracting everything to it, or sucking on one side and pushing on the other )
3/ oh, and if the player wouldn't need to jump ;)
« Last Edit: December 07, 2007, 05:00:17 pm by epsy »
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Paradox

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Re: Per-axis gravity?
« Reply #11 on: December 07, 2007, 10:08:08 pm »
If such features could be implemented, tremulous could become like a mix between portals and quake.

Hmmm....

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