Open MavroGada2 opened 2 years ago
This is so cool :smile: I think the best one is the one without sound, sound doesn't seem fitting
It was not a good idea get the sound from "CarDamagedMoveLoop" i guess xd Took way more time to fix than I thought. I was tried at Fx :D
Yeah well, good job nonetheless :)
My idea of no sound stems from other doors in game who also don't have sound, WF doors, AF doors etc
Observations:
The animation idea is cool, the angles at which the doors open looks weird though.
- The hole with animated doors looks sightly different to the regular hole. This is noticeable right before the door opens, when it switches from one model to another
My bad, I putted wrong model.
- The worker can walk through the opened doors
Yes and I don't think there is a fix for that.
Another observation: It is pitch black in hole. Would would be better if a bit of texture was visible within.
Close?
I kinda like this but the observations made should be met
(I deleted comment of ImTimK because it read a bit sexual)
Close?
No
Another observation: It is pitch black in hole. Would would be better if a bit of texture was visible within.
Black tide is not separate from hole model in normal state. We can't get rid off without delete the half of the model. I edited with RenX; Deleted the black tide, fixed the extremly low poly texture which is under the black tide and add new texture for underground feeling but when I export the hole model, RenX or 3dsmax are exporting quite different the model in bad way.
There is a way to improve importing what mod community told me but I don't know how do and I don't have time for learn that. Maybe I can do that in the future.
Original Model vs Importing Model ;
Fix the door angle
Make the worker not phase through the door
I can't find a way to control worker movement and I don't think there is so I changed the doors animation for prevent worker from go through the door.
I changed animeted door model too because its size different than the original one. New model is cutted from original hole doors.
There is a way to improve importing what mod community told me but I don't know how do and I don't have time for learn that. Maybe I can do that in the future.
maybe try using blender, i think we got a better result on exporting there
it looks weird having the door opening inwards rather than outwards, I kinda prefer the old one, and honestly, i don't mind having the worker phasing through too much, nor that the black void is an issue really, it's an underground tunnel of course it'll be dark there, i think that is too much nitpicking, you only need to fix the door angle and remove sounds and it'll look good
What should the angle be, can you show me?
The angle in your latest video looks correct, just flip it outwards
GLA Hole has an unused animation of the door opening. I found two ways to implement.
First way(Worst)
https://user-images.githubusercontent.com/103841664/200933425-f2c79b58-63c5-458c-b920-94cfc854f9e0.mp4
Second way
I did this because it looks ugly to have doors open all the time.
Added draw module for doors like "Object GLAHole". Added "HideSubObject" to first draw module for duplicate doors.
Added "OCLSpecialPower Behavior","= MissileLauncherBuildingUpdate " and "SpecialPower xxx" modules because of structural similarities between GLA Hole and China Nuke Silo. We can add fx'es which are working simultaneous with door movements.
Doors will open right before the worker appears.
Without fx:
https://user-images.githubusercontent.com/103841664/200953302-b3d6e1f5-61ad-453d-90d9-b74a7d2eddee.mp4
With sound effect:
https://user-images.githubusercontent.com/103841664/200953331-a6d1dff0-3673-4a9d-a311-e4de59269dd9.mp4
Worker is coming from dangerous place
https://user-images.githubusercontent.com/103841664/200954050-661e0737-d649-4705-9540-54a695680f32.mp4
There is small issue for "DAMAGED" model. There are intermittent dots on black hole.
They disappear when hide housecolor on the right side in exchange for the reduction of team color