Takeoffyouhoser Posted October 4, 2002 Posted October 4, 2002 I remember playing a level in Deus Ex when I had to go in this lab area that was flooded with water. Now, I am not worried about the shock effect in the water because i'm almost certain that is trigger_hurt. My main querry here is how do I make crates float like in this level? Is it scripting?
Emon Posted October 5, 2002 Posted October 5, 2002 Not really sure. What happens if you put a func_group or a func_static in water? Does it sink, float, bob up and down? I have no clue, you'll have to find out. I'm not sure if the Q3:TA engine has those kind of physics by default (Unreal engine physics were always better than Quake), or if you have to set it up for that. What about a func_bobbing?
Takeoffyouhoser Posted October 5, 2002 Author Posted October 5, 2002 Func-Bob sounds right... i'll try it out when i make my lab.....
Eldritch Posted October 5, 2002 Posted October 5, 2002 Failing a func_bob, you could always use a func_train with a delay so that it *appears* to bob up and down. Might be less complicated than using the func_bob as well. -Anakin
Takeoffyouhoser Posted October 5, 2002 Author Posted October 5, 2002 well, if i make the room " playable" i'll use one of those two methods. But, if i make the room a background scene, like only seen through a window, i'll just fake it all
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