Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds
Watch MODSonair

Members Online

»
0 Active | 120 Guests
Online:

LATEST FORUM THREADS

»
run artillery on maps
CoD+UO Map + Mod Releases
Call of DutyŽ: WWII
CoD WW2 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Quake 4
Category: Q4 Mapping
Quake 4 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: zero gravity_6DOF
Tcide
General Member
Since: Jul 11, 2005
Posts: 18
Last: Jul 11, 2007
[view latest posts]
Level 1
Category: Q4 Mapping
Posted: Sunday, Jul. 8, 2007 12:41 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...
Share |
foyleman
Preferred PLUS Member
Since: Nov 6, 2001
Posts: 95759
Last: Oct 31, 2018
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: Q4 Mapping
Posted: Sunday, Jul. 8, 2007 12:55 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.
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE.
Quake 4 Mods for Dummies - Half-Life 2 Mods for Dummies
Share |
Tcide
General Member
Since: Jul 11, 2005
Posts: 18
Last: Jul 11, 2007
[view latest posts]
Level 1
Category: Q4 Mapping
Posted: Tuesday, Jul. 10, 2007 08:45 pm
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...
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Quake 4 : Q4 Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»