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Forum: All Forums : Quake 4
Category: Q4 Mapping
Quake 4 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: zero gravity_6DOF
Tcide
General Member
Since: Jul 12, 2005
Posts: 18
Last: Jul 11, 2007
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Level 1
Category: Q4 Mapping
Posted: Sunday, Jul. 8, 2007 07:41 pm
ok, this is probably REALLY complicated.. I am designing levels in a starship, and I would like the first 2 levels to be weightless, and I would like the player to have 6 degrees of freedom in a weightless environment to really simulate no gravity in space. I would like to have some moveables floating around in the environment that will move when the player touches them, and (if it is possible) trigger gravity by turning on a gravity system at a control panel, and have all of the floting objects and the player drop to the floor as soon as its activated.. is there any "simple" way to do this? I experimented with the 6dof mod for doom3 which gave the game a "descent like" movement style, and was exactly what i was looking for, so is there a way to maybe load that mod and turn it off possibly and do so in real time? or will all of it have to be done through scripting?? any ideas on how to do this would be greatly appreciated..

Thanx...
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foyleman
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Since: Nov 7, 2001
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Category: Q4 Mapping
Posted: Sunday, Jul. 8, 2007 07:55 pm
definitely sounds like a scripting issue, but don't be afraid of that. Scripting will take you a week to get started and another week to feel comfortable with what you are doing.

I recommend looking at the files related to that mod. You should be able to use the same or similar scripts in your mod and mods are supposed to offer their coding to the public... which is what makes them possible. Just remember to give credit where do.

I found that you could take files from the game and compare them to the files from a mod and see how changes were made. A good program for that is UltraCompare.

Then you will need to enable another script that works off of some trigger to turn the effect on and off.
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Tcide
General Member
Since: Jul 12, 2005
Posts: 18
Last: Jul 11, 2007
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Level 1
Category: Q4 Mapping
Posted: Wednesday, Jul. 11, 2007 03:45 am
A programmer of into cerberberon (doom3 mod) sent me an email stating that he had to rewrite major sections of code for Doom3 to make 6dof work.. As Im not a developer and know little of writing code (other than basic scripting) I could use some help with this project.. If anyone on this site is a developer and has the time to contribute to the cause of making a good Q4 mod, I have something to ask of you.... HELP!!! lol I have a name for my mod (Fallen Destiny) and I think the 1st 2 levels that I have created are pretty good.. I am still learning 3d animation, though I have some good experience modelling.. Anyone interested plz email pjmit@yahoo.com.. Thanx...
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