View Full Version : Floating objects
10-03-2002, 11:16 PM
I remember playing a level in Deus Ex when I had to go in this lab area that was flooded with water. Now, I am not worried about the shock effect in the water because i'm almost certain that is trigger_hurt.
My main querry here is how do I make crates float like in this level? Is it scripting?
Not really sure. What happens if you put a func_group or a func_static in water? Does it sink, float, bob up and down? I have no clue, you'll have to find out. I'm not sure if the Q3:TA engine has those kind of physics by default (Unreal engine physics were always better than Quake), or if you have to set it up for that. What about a func_bobbing?
10-05-2002, 12:34 AM
Func-Bob sounds right...
i'll try it out when i make my lab.....
10-05-2002, 01:33 AM
Failing a func_bob, you could always use a func_train with a delay so that it *appears* to bob up and down. Might be less complicated than using the func_bob as well.
10-05-2002, 01:43 AM
well, if i make the room " playable" i'll use one of those two methods. But, if i make the room a background scene, like only seen through a window, i'll just fake it all
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