Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-11-2011, 03:24 PM
Quote:
Originally Posted by mapolis View Post
It will be an FX object like the other particle effects in the library, so you can use it with triggers. It will also work on a fixed radius so you can just have specific parts of the map shake. I think I can even make the camera shake ramp up as you get to the center of the volume.

And yes, it will be available for all map types
that sounds really cool.

on a slightly separate issue can we get mini explosions as well. (im pretty sure they are not there yet unless ive overlooked them) i noticed a few at the end of cutting the cord on the asteroid and i think that would be a nice effect to have.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-11-2011, 09:32 PM
Quote:
Originally Posted by mapolis View Post
It will be an FX object like the other particle effects in the library, so you can use it with triggers. It will also work on a fixed radius so you can just have specific parts of the map shake. I think I can even make the camera shake ramp up as you get to the center of the volume.

And yes, it will be available for all map types
that sounds great.. will go well with a ground map that i have in mind for some falling boulders
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-11-2011, 11:23 PM
Quote:
Originally Posted by mapolis View Post
It will be an FX object like the other particle effects in the library, so you can use it with triggers. It will also work on a fixed radius so you can just have specific parts of the map shake. I think I can even make the camera shake ramp up as you get to the center of the volume.

And yes, it will be available for all map types
"OMG OMG OMG OMG>>>>>>>"

[Runs out of his house, all the way to his parents, just to scream at them in joy.]
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-12-2011, 04:25 AM
Spoke with Mapolis a little more about this, guys. Suggested producing several volume objects of the shake that might have varying durations, so they can act like earthquakes or the rumbling of a ship or station being fired upon.

Awesome sauce is being looked into for sure!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-12-2011, 04:46 AM
"We have to get to the brdge!"
runs down hallway
Rumble rumble
"Hurry we need to reach the bridge and defend the ship!"
Runs into turbolift.. massive shaking.. end scene.

Interior bridge, flaming wreckage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-12-2011, 12:11 PM
Quote:
Originally Posted by Havraha View Post
Spoke with Mapolis a little more about this, guys. Suggested producing several volume objects of the shake that might have varying durations, so they can act like earthquakes or the rumbling of a ship or station being fired upon.

Awesome sauce is being looked into for sure!
Think we could have physics objects that make people stumble back and forth?

Like gravity volume objects or sortof pulsing gravity volume objects that make people stagger left and right?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-12-2011, 12:50 PM
LOVE love love love this idea! It should be quite feasible to make happen, as mentioned about Phys-x. It would just be triggered on the camera giving the camera a node and calculation to "shaky cam mode". But i would also add "crew shake" animation triggers for npc's and pc's..similar to the animation when devidean kane's drain life force, except the animation makes us act like were falling sideways or down?
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