Hmmm - I have played something similar to that... Thinking....
Those are jump pads, correct? You bounce off of them to the different levels. Perhaps your new map making option is some sort of 'bounce' option?
Search found 314 matches
- Sat Aug 06, 2005 9:07 pm
- Forum: Works In Progress
- Topic: Coming down the pipe
- Replies: 33
- Views: 13309
- Sat Aug 06, 2005 7:29 pm
- Forum: Screenshots & Artwork
- Topic: BZFlag Animation
- Replies: 41
- Views: 14002
Frame render time depends heavily on the amount detail requested from the software. Video size, special effects, antialiasing, special detail require much greater rendering time. Keep in mind that LightWave is rendering to a video file and/or a picture file and is not a 'real time' render engine. Fo...
- Sat Aug 06, 2005 7:17 pm
- Forum: Screenshots & Artwork
- Topic: BZFlag Animation
- Replies: 41
- Views: 14002
All very good ideas. I will keep them in mind. I have also added a sample mpg version of the file at (removed, sorry) . JeffM is absolutely correct in the assumption that I used the particle effects (hypervoxels in LW) to create the explosion. It is 3D - not sure if I can create a billboard version ...
- Sat Aug 06, 2005 3:10 am
- Forum: Screenshots & Artwork
- Topic: BZFlag Animation
- Replies: 41
- Views: 14002
Okay. I figured out how to use the web space provided by my internet service to put up a temporary page for the video - I'll warn you that the site is very basic - I made it in about 5 minutes. Anyway, there is a link to the sample video there (remember, the sample is low resolution - will look much...
- Sat Aug 06, 2005 2:14 am
- Forum: Screenshots & Artwork
- Topic: BZFlag Animation
- Replies: 41
- Views: 14002
- Sat Aug 06, 2005 12:15 am
- Forum: Screenshots & Artwork
- Topic: BZFlag Animation
- Replies: 41
- Views: 14002
BZFlag Animation
Attached are a few sample screenshots of a BZFlag animation I am working on right now. There is still a lot of work to be done with it (sound, title/tag graphics, etc.) So far, the animation is 20 seconds long - I will probably get it to 30 seconds with graphics, etc. Suggestions for theme/audio/tex...
- Sun Jul 31, 2005 8:59 pm
- Forum: General Map Making Discussions
- Topic: No reflections
- Replies: 4
- Views: 1769
Try leaving shininess out of your material definition and setting specular 0 0 0. This seems to make the objects fairly flat and dull. ** sorry, just noticed that you wanted to use notextures. I tested with texture 'roof' and the settings I described above worked for that. When I tried it with notex...
- Sun Jul 31, 2005 12:55 am
- Forum: Prefabs and Map Objects
- Topic: Monopoly Car
- Replies: 16
- Views: 9792
Monopoly Car
I started this some time ago and abandoned it. I have also made a thimble and the top hat model; I quit when I got to the dog - very tough. Anyway, it' still an unfinished model; I have to reduce the poly count on the car - it's around 1000 polygons as shown. I also wanted to add more detail to the ...
- Sat Jul 30, 2005 9:02 pm
- Forum: Map releases
- Topic: Metropolis
- Replies: 69
- Views: 21925
- Sat Jul 30, 2005 8:56 pm
- Forum: Map releases
- Topic: Metropolis
- Replies: 69
- Views: 21925
I'm not sure if this should be in map releases, screenshots, or prefabs section, but since the car model discussion in Metropolis started here... I have worked on the car model quite a bit (see screenshots) and managed to get it down to 1276 polygons - this is approximately half of the polygons used...
- Sat Jul 30, 2005 2:35 am
- Forum: Map releases
- Topic: Island Hopping Map & Screenshots
- Replies: 21
- Views: 6558
Island Hopping Revision 7
Attached is Island Hopping Revision 7. Changes: 1) Cleaned up lighthouse - reduced polygon count by about 500 and added inside points to help prevent driving inside lighthouse. The reduced polygon count should also improve video framerate. I also re-textured the lighthouse and used slightly differen...
- Wed Jul 27, 2005 9:02 pm
- Forum: Map releases
- Topic: Metropolis
- Replies: 69
- Views: 21925
The car has 2556 - way too many - need to somehow simplify. The curved surfaces drove the poly count through the roof, but it didn't look right without them. Still a work in progress, and I will be making more vehicles. I plan a truck (will have fewer polys - squareness), and perhaps a few other sim...
- Wed Jul 27, 2005 7:57 pm
- Forum: Map releases
- Topic: Metropolis
- Replies: 69
- Views: 21925
Metropolis Revision 2
Soon to come - Metropolis Revision 2. I have been told that changes will be made to next release of BZFlag that will allow higher polygon counts with better performance (fps). When this release of BZFlag has been widely circulated and I have fully tested the Metropolis enhancements, I will release r...
- Mon Jul 25, 2005 2:29 am
- Forum: Screenshots & Artwork
- Topic: I give you, the golden rogue!
- Replies: 21
- Views: 7764
- Sat Jul 23, 2005 6:59 pm
- Forum: Screenshots & Artwork
- Topic: Arthur where are you?
- Replies: 5
- Views: 3317
- Sat Jul 23, 2005 3:44 am
- Forum: Map releases
- Topic: Metropolis
- Replies: 69
- Views: 21925
- Sat Jul 23, 2005 3:30 am
- Forum: Map releases
- Topic: Metropolis
- Replies: 69
- Views: 21925
- Sat Jul 23, 2005 3:25 am
- Forum: Servers: General Discussion
- Topic: Useful utility to make a server !
- Replies: 14
- Views: 4375
conf file generator
Why aren't you using the standard conf file generator provided with bzflag? It is much easier to use... (see attached)
- Sat Jul 23, 2005 3:16 am
- Forum: Map releases
- Topic: Metropolis
- Replies: 69
- Views: 21925
Cars, signs, billboards, newspaper boxes, etc. will be coming. trepan is working on some significant improvements to BZFlag's graphics engine and I will wait for the next official release to start experimenting with them. Supposedly, higher poly counts will be possible and there will be improvements...
- Fri Jul 22, 2005 12:13 am
- Forum: Map releases
- Topic: Metropolis
- Replies: 69
- Views: 21925
Metropolis Revision 1.5
Attached is latest revision that remedies the darkness in the sewers some players complained about.
- Sun Jul 17, 2005 5:11 am
- Forum: Map releases
- Topic: Metropolis
- Replies: 69
- Views: 21925
The antenna tower is electrically isolated by invisible transdimensional ceramic insulators and is entirely conductive due to the nature of it's broadcast spectrum. The antennas are actually used for mind control and the frequency that they transmit is in the ULF band, requiring very tall supercondu...
- Fri Jul 15, 2005 11:51 pm
- Forum: Map releases
- Topic: Metropolis
- Replies: 69
- Views: 21925
Metropolis
Attached is Revision 1.3 of Metropolis. Fixed a few more bugs and seems to be running ok now. The darkness problem 'should' be fixed. I cannot replicate any such issue and everything looks ok to me now.
- Thu Jul 14, 2005 10:24 pm
- Forum: Map releases
- Topic: Island Hopping Map & Screenshots
- Replies: 21
- Views: 6558
- Thu Jul 14, 2005 4:37 am
- Forum: Map releases
- Topic: Metropolis
- Replies: 26
- Views: 7587
Metropolis Revision 1.2
Attached is Metropolis revision 1.2. Made improvements to flag and player spawns and cleaned up some miscellaneous mistakes.
- Tue Jul 12, 2005 7:45 pm
- Forum: Map releases
- Topic: Metropolis
- Replies: 26
- Views: 7587
Metropolis Revision 1
Attached is Revision 1 of the Metropolis map and a few screenshots. Some of the changes: 1) Textures, textures, textures. UV mapping, UV mapping, UV mapping. See screenshots. 2) Measures to reduce/eliminate player/flag spawn in buildings and outside of playing area. 3) The tunnel bottoms have been e...