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Displacement/Height maps?!
Romulator Offline
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#11
RE: Displacement/Height maps?!

(06-30-2015, 09:48 PM)Amnesiaplayer Wrote:
(06-30-2015, 09:38 PM)Traggey Wrote: Sure it is, however the standing ontop won't work if the tank/buss is an enemy or so, if it's just an animated prop it should work.

Oh, would pathnode work for an animated prop?! or do I need to give my tank it's own speed etc, because The route I'm working on is not really "Straight forward" it's with a lot of corners etc Tongue

No, you would need to use AddPropForce() or AddPropImpulse().

Discord: Romulator#0001
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07-01-2015, 02:23 AM
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The chaser Offline
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#12
RE: Displacement/Height maps?!

(06-30-2015, 07:28 PM)Traggey Wrote: Parallax mapping FAKES height, but doesn't create new geometry so it only works on for example flat surfaces, to create the effect you use a black and white image, black is deep down and white is high up.

[Image: 1zdlw5.jpg]

Hummm... this left me confused. What is the difference between normal maps and height maps then?

THE OTHERWORLD (WIP)
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Aculy iz dolan.
07-01-2015, 01:45 PM
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Traggey Offline
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#13
RE: Displacement/Height maps?!

A normal map simulates light, a parallax map simulates depth.

Left side, normal map only, right side Normal map and Parallax map.

[Image: normal_parallax.jpg]
(This post was last modified: 07-01-2015, 02:17 PM by Traggey.)
07-01-2015, 02:16 PM
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The chaser Offline
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#14
RE: Displacement/Height maps?!

(07-01-2015, 02:16 PM)Traggey Wrote: A normal map simulates light, a parallax map simulates depth.

Left side, normal map only, right side Normal map and Parallax map.

[Image: normal_parallax.jpg]

True, thank you for your explanation Smile

THE OTHERWORLD (WIP)
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Aculy iz dolan.
07-01-2015, 02:51 PM
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Amnesiaplayer Offline
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#15
RE: Displacement/Height maps?!

Thanks all.
I have to work a long time for the tank/bus etc.
Btw, why can't you stand on top of monsters?! I remember me standing on grunt's head...
Like, you have to add collision box to the "Object"
07-01-2015, 08:13 PM
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Romulator Offline
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#16
RE: Displacement/Height maps?!

Everything in Amnesia has a "Body". If specified in the Model Editor that the player can collide with it, then you can stand on top of it.

Discord: Romulator#0001
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07-02-2015, 02:35 AM
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Amnesiaplayer Offline
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#17
RE: Displacement/Height maps?!

(07-02-2015, 02:35 AM)Romulator Wrote: Everything in Amnesia has a "Body". If specified in the Model Editor that the player can collide with it, then you can stand on top of it.

Oh, so then it is possible? To stand on top of a monster?
Becasue then, this would be easiest way of making it, since you actually have pathnodes Tongue
07-02-2015, 08:34 AM
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Romulator Offline
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#18
RE: Displacement/Height maps?!

Yes, but then, if you look at your bus, you will lose sanity. You may also need to do animations and things for it.

Discord: Romulator#0001
[Image: 3f6f01a904.png]
(This post was last modified: 07-02-2015, 08:39 AM by Romulator.)
07-02-2015, 08:38 AM
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Amnesiaplayer Offline
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#19
RE: Displacement/Height maps?!

(07-02-2015, 08:38 AM)Romulator Wrote: Yes, but then, if you look at your bus, you will lose sanity. You may also need to do animations and things for it.

I know. but I think I remember there was script for stop getting sanity drain for looking to monster, is this right! That would be helpfull, I'm not sure tho, Thought I saw it in the sctip engines Smile
And yes, I know I need to do some animations. btw, if I make 3 animations apart, can I "Play" one seperate animation by doing the script"Play prop animation" or something like that?! so you can play 3 diffirent animations when you want, if this is right, then this would be easy for me.
07-02-2015, 09:50 AM
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Romulator Offline
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#20
RE: Displacement/Height maps?!

I believe SetSanityDrainDisabled(); is what you're looking for.

And I don't know how PlayPropAnimation(); works, but give it a go. If you have an understanding of how scripting works and how to substitute the strings and such, then you may be able to pull something out of your hat.

Discord: Romulator#0001
[Image: 3f6f01a904.png]
07-02-2015, 10:49 AM
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