Re: Heaving Ground
Posted by Nickelplate on
Tue Dec 21st 2004 at 2:53am
2770 posts
346 snarkmarks
Registered:
Nov 23rd 2004
Occupation: Prince of Pleasure
Location: US
Remember in the E3 video where the ground heaved upwards? How did they do that?
Re: Heaving Ground
Posted by SaintGreg on
Tue Dec 21st 2004 at 3:08am
212 posts
51 snarkmarks
Registered:
Dec 3rd 2004
Supposedly there is deformable terrain, but as I havent seen it the
only way I could think of would be to create many diff disp surfaces
and set up some sort of entity system to turn on off and the next on so
it sort of looks like it is deforming.
Re: Heaving Ground
Posted by Raeth on
Tue Dec 21st 2004 at 3:10am
62 posts
16 snarkmarks
Registered:
Nov 24th 2004
Location: USA
You certainly can't use displacements, as they are static. My
guess is that whatever they used was removed from the game before
release.
Re: Heaving Ground
Posted by Joe-Bob on
Tue Dec 21st 2004 at 3:15am
Joe-Bob
member
180 posts
77 snarkmarks
Registered:
Dec 3rd 2004
Could you put a func_train or func_door underground and trigger it to shoot up at the right time?
I really don't remember the exact scene from E3, so I'm not positive that the effect you wanted.
Re: Heaving Ground
Posted by Nickelplate on
Tue Dec 21st 2004 at 3:32am
2770 posts
346 snarkmarks
Registered:
Nov 23rd 2004
Occupation: Prince of Pleasure
Location: US
I guess it was removed from the game like so much that i miss. I wish i had never deleted brother's copy of the leaked version...
Re: Heaving Ground
Posted by Rof on
Tue Dec 21st 2004 at 3:33am
Rof
member
210 posts
41 snarkmarks
Registered:
Dec 3rd 2004
What about the env_terrainmorph entity? I haven't used it, but it certainly sounds like it should do the job.
Re: Heaving Ground
Posted by Raeth on
Tue Dec 21st 2004 at 3:50am
62 posts
16 snarkmarks
Registered:
Nov 24th 2004
Location: USA
I did a quick test with the terrainmorph entity, and it seems like it
works. The enitity is actually documented, so you're in
luck. It seems kind of glitchy though. I noticed that
displacement maps that have been morphed seem to disappear when you
stand on them. Some trial and error will be required, but there's
likely a reason it wasn't used in HL2.