| 08-08-2003, 06:33 AM | #1 |
So before you ask "wheres your super smash map" or "why arent you working on your new map", i have just thought of the most excellent map idea EVER (at least by me). I plan on quickly making a racing map...but not just any racing map, but one that people will LOVE. Now what this map requires of some sorta way of calculating how fast someone is moving. As someone turns, they either slow down, or fly off into the side....But whats important here, is the jumping. If they are going a certain speed then they clear it...If not they get jacked in the face. Yes, you got it. Its a moto-cross map. This type of physics would make warcraft3....not even warcraft3. This is more than jumping...This is competitively trying to clear ramps, and stear your bike in the right direction. Main, I can just see this map working, yet..I have no idea were to start. I did though in the past make a dirtbike model. SO ANYWAYS, im gonna get that animated, and so on. Maybe take a grunt model or something and put it on there, and animamate the deaths and turns and such. The big deal here, is where the heck im gonna start with the speed control and jumping physics....Grats to whoever can do that! 0_o |
| 08-08-2003, 06:37 AM | #2 |
I wanted to play ur super smash map sooo bad -://// oh well.. |
| 08-08-2003, 06:40 AM | #3 |
It sadly died....I could revive it, but it sorta isnt there anymore. I may come back to it..But it was just overwelming.... |
| 08-08-2003, 06:44 AM | #4 |
??? do you mean Super Smash Bros with Pikachu and mario and CF? |
| 08-08-2003, 06:46 AM | #5 |
Yes.....It was going to happen, then my map desided to jack up on me from using god knows what to enhance it.....I might go back to it later... |
| 08-08-2003, 06:49 AM | #6 |
B]This is the coolest map Ever i know it :D :D :D :D :D :D :D SSBIS GOOOOOOOOOOOOOOOOD!!!!! (with or without Melee) i don't know melee so i hope without.[/b] |
| 08-08-2003, 06:53 AM | #7 |
You dont seem to see that im PUTTING OFF SUPER SMASH BROS FOR NOW....and that im TRYING TO GET FEEDBACK FOR A MOTO-CROSS MAP. Thanks :D |
| 08-08-2003, 07:21 AM | #8 |
:(:(:(:( |
| 08-08-2003, 10:11 AM | #9 |
You act like ur the first to think of that idea. I bet tons of ppl already thought of it, including me during classic. It is just not practical as you have concluded. |
| 08-08-2003, 01:19 PM | #10 |
i think u might beable to do jumps like when unit enters region a(at then end of the ramp) kill it and replace with a flying unit as 4 the spped think i have no idea i no how u could slow them downtho put regions at the corners ect were u want them slow and if they enter which they have they get slow cast on them |
| 08-08-2003, 03:10 PM | #11 |
I don't know what kind of formula you'd use. I would imagine that having taken trigonometry and physics would be help, and I havn't them yet. I could probably come up with a formula if I really sat down and thought about it, but I'm too lazy for that. Anyway the simple solution is that you use a mathematical formula to determine where the vehicle will land based on it's velocity, the angle of the ramp, and what angle the vehicle approached the ramp at (like if it hits the ramp diagonally the actual angle of the ramp would be much less). Once you know where it is going to hit when it reaches the end of the ramp, hide the vehicle, create an invisible unit that was a projectile that looks like the vehicle and a projectile arc for the angle that the unit leaves the ramp (not sure on this, but I think an arc of 0.1 means the shot is fired at 9 degrees, making a 1.0 a shot fired at 90 degrees, which means the projectil would go straight up into the sky and then straight down on the target?)... ANYWAY you will need a lot of custom units with different attack arcs and just create the one that is closest to the correct arc so that it looks good, or don't worrk about it too much if you dont care if it follows the exact arc it would travel in real life. Anyway the created unit should attack another invisble unit at the point where the vehicle should land (I just thought about something else... the projectile speed would also have to be the same as the vehicles speed for it to be realistic... so all the arc/speed combos would mean a lot of custom units, hopefully there is some way to change a unit arc or projectile speed through triggers? otherwise making it look PERFECT as it is in the air will be simnply impossible, if you can change the values you should be able to get it accurate enough so that it would look EXACTLY like a flying object at that rate and on that kind of ramp would look, ignoring friction and wind resistance, which you always ignore in basic physics anyway!) Once the targetted unit is hit, the hidden vehicle is put back in the spot and resumes travelling! I suppose in a racing map youve got nothing better to do with custom units so you could create enough to make the arc look realistic enough to convince anybody playing (and how often are physics in video game 100% accurate to real life anyway? Most the time game developers dont even TRY to make the physics perfect :P) To summarize... with enough knowledge, patience, and hard work, it should be possible to create a VERY realistic ramping vehicle. It's actually a LOT less work than most people might expect, you just have to know what your doing... |
| 08-08-2003, 04:27 PM | #12 |
Did you see the jump test map that raptor-- posted in my thread about a new way to jump a while back? I think that might make a good start for you. It has a "gravity" system installed, which makes the model go higher gradually, and not start coming back down instantaneously. I think it's pretty good. I'll attach the file here so you can see if you like it. |
| 08-08-2003, 05:29 PM | #13 |
highly possible, though u wouldn't get the 'sideways sliding' effect unless you know how to lock a unit's actual body facing to a certain direction what i would do, is along with the usual variables like velocity and acel, you would have another one called momentum (which might be 2, for X and Y) anyways, as you turned, depending on how much turning u did in a frame of time, it would add a % of your velocity to your 'momentum', which would constantly act on you (making ur move, changing ur destination move order most likely) as you were turning, this pulling you towards the direction you were going, of course without a body animation lock, it would just look like ur turning is going really slowly and it wouldn't look like an actual slide, so you'd really need something to simulate a sideways model or an actual way to lock -- momentum would automatically drop down like acceleration, so you would quickly regain full control post turn in terms of jumping, i would propose something like i did earlier, and exhalted just showed the map when u hit a jump, it starts counting the variable 'height' by adding a 'launch acceleration' to it, based on your initial velocity by using the height variable, you can determine how far the player went, since when height goes negative, that means hes hit the ground -- or if the ground is higher, you could simply specify a height to land after that jump -- of course, you'd probably remove control of the unit while in air, cause noone that i know of has air-control -- you'd probably put water or something on the other side to determine if the jump was cleared based on distance, since landing in water is obviously gonna slow u down/knock u off anyways, its not actual physics equations really, but it does the job of simulating it good enough in war3 |
| 08-08-2003, 06:55 PM | #14 | |
Quote:
Just because someone 'thought' of it doesn't mean it's theirs. He says he is going to make this map, unlike you, who just 'thinks' about making it. :nono: |
| 08-08-2003, 07:06 PM | #15 |
Rest in Peace, the SSBM map and my Football map :mtk: So, on forth, we shall continue our lives without it. Nice idea, but can you do it? |
