Laser Indicator Strip Concept

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yohoat9
274 Posts
Posted Nov 19, 2010

This is a concept for a unique type of indicator strip, instead of the normal "texture swap" style, made with brushes and lasers.

https://sites.google.com/site/dbfjsd/

Sorry for the crappy link, the video's not on youtube, and the mod's page isn't authorized yet, so the public can't watch directly, I had to embed.

What I want is some feedback, ideas, constructive criticism, anything that will help me progress, thank you everyone.

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p0rtalplayer
1,366 Posts
Posted Nov 19, 2010
Replied 22 minutes later
neat, but a little big, and will probably get expensive quickly if you have a lot of them
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yohoat9
274 Posts
Posted Nov 19, 2010
Replied 19 minutes later
I agree, it is a bit big, and that it will get expensive, but I'm going to use these for puzzles also, and not just the stupid "get the laser into the receiver" puzzles, they're going to be similar to logic gate mechanics.
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msleeper
4,136 Posts
Admin
Posted Nov 20, 2010
Replied 1 hour later
Can somebody provide evidence that env_lasers are expensive on the budget? I wasn't aware they are, it doesn't make sense for them to be really.

I like the affect, I've done something similar (though very, very different) with RGB. My only complaint would be the sprite you use on the ending light itself, you're using the same one as the ball catchers emit so the player can "target" them easier and it looks very out of place.

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yohoat9
274 Posts
Posted Nov 20, 2010
Replied 5 minutes later
What kind of a light do you think I should use then? And also do you have any footage of the type you made? I'm interested in seeing it.
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msleeper
4,136 Posts
Admin
Posted Nov 20, 2010
Replied 56 minutes later
Unless you're going for the directional light beam effect on purpose, any non-directional sprite should be fine.

I don't have any releaseable media of RGB, sorry.

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Remmiz
631 Posts
Posted Nov 20, 2010
Replied 12 hours later
You can't really see it from an angle either. I dunno, seems like too much work that's not really worth it in the long run.
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msleeper
4,136 Posts
Admin
Posted Nov 20, 2010
Replied 5 minutes later
Yeah, in this application I kind of have to agree. My application seems to work okay because the laser is basically just floating through the air, and not a brush-based version of an indicator strip.

Maybe you could put lights that light up along the path so it appears to give off light, or make the laser be closer to the "surface" of the glass so you can see it from an angle. Maybe put another sprite at the junctions or making the junctions light up.

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yohoat9
274 Posts
Posted Nov 20, 2010
Replied 5 hours later
Yeah, I was planning on it, this is the first test that was thought up and created in like a half hour, I'm going to make the strip smaller, closer to the surface, and the light isn't final either, but I am going to leave pretty much everything else the way it is, seeing as there will be some puzzles involving them.
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p0rtalplayer
1,366 Posts
Posted Nov 20, 2010
Replied 2 hours later

msleeper wrote:
Can somebody provide evidence that env_lasers are expensive on the budget? I wasn't aware they are, it doesn't make sense for them to be really.

I like the affect, I've done something similar (though very, very different) with RGB. My only complaint would be the sprite you use on the ending light itself, you're using the same one as the ball catchers emit so the player can "target" them easier and it looks very out of place.

I'm just saying that if these are used regularly, then the number of entities could quickly stack up.

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WinstonSmith
940 Posts
Posted Nov 20, 2010
Replied 21 minutes later
It actually does look quite nice. Keep up the work, I'm interested to see more.
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yohoat9
274 Posts
Posted Nov 21, 2010
Replied 2 hours later

Quote:
It actually does look quite nice. Keep up the work, I'm interested to see more.

Thanks Winston, it's responses like these that keep me from quitting, and it reminds me that I'm not as bad at mapping as I think I am. :biggrin:

[edit]

http://www.moddb.com/mods/the-cubes-of- ... ies/videos
here's an updated version, theres still problems, but for now it's good

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Motanum
248 Posts
Posted Nov 21, 2010
Replied 4 hours later

p0rtalplayer wrote:
msleeper wrote:

Can somebody provide evidence that env_lasers are expensive on the budget? I wasn't aware they are, it doesn't make sense for them to be really.

I like the affect, I've done something similar (though very, very different) with RGB. My only complaint would be the sprite you use on the ending light itself, you're using the same one as the ball catchers emit so the player can "target" them easier and it looks very out of place.

I'm just saying that if these are used regularly, then the number of entities could quickly stack up.

And your brush and face brush count!

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MrTwoVideoCards
584 Posts
Posted Nov 22, 2010
Replied 1 day later
Brush face isn't a problem, considering it's a pretty large number. On the topic of entities there is no "real" limit to what you can have in the entdata lump of the BSP, only a suggested limit possed by Valve that is now long since ignored. The majority of Valve BSPS go well over the ent limit.