Page 2 of 2

Re: Is this land-to-space concept possible and reasonable?

Posted: Mon Mar 22, 2010 1:10 pm
by Teancum
501st_commander wrote:Maybe have a unit class that can only get in the flyers on land. Then have a path to bring them up to space. The land units are on the ground doing thier job and not in space. The only thing about that is, the land units will spawn in space and cant get down..
If you can get that to work then great, but as you pointed out, even then there's a major, major failing point there.

Let's just be honest here. It's not feasible. No matter which way you slice it the AI are just too dumb to figure things out.

Re: Is this land-to-space concept possible and reasonable?

Posted: Mon Mar 22, 2010 3:27 pm
by BLACK9_KNIGHT
Or, going along with that idea a bit, make vehicles on both land and space, just don't have them land at all. Still, Is it worth all the time to not have it the way you wanted?

Re: Is this land-to-space concept possible and reasonable?

Posted: Mon Mar 22, 2010 5:53 pm
by Darth_Squoobus
Teancum wrote:
501st_commander wrote:Maybe have a unit class that can only get in the flyers on land. Then have a path to bring them up to space. The land units are on the ground doing thier job and not in space. The only thing about that is, the land units will spawn in space and cant get down..
If you can get that to work then great, but as you pointed out, even then there's a major, major failing point there.

Let's just be honest here. It's not feasible. No matter which way you slice it the AI are just too dumb to figure things out.
In the "how to make a teleporter thread", someone said that the teleoprtation effect can be used to make unit classes spawn in specific places. Thus, you might be able to keep the infantry and pilots seperate.

Re: Is this land-to-space concept possible and reasonable?

Posted: Wed Mar 24, 2010 12:19 am
by [TFA]Padawan_Fighter
Anybody remember those fog objects in Dagobah and Bespin Platforms? If we could supersize them, that could make a decent atmosphere 'surface'.

Re: Is this land-to-space concept possible and reasonable?

Posted: Wed Mar 24, 2010 3:26 am
by mswf
No, custom objects would work better. If we'd superscale those, there's no way stretching of the textures can be prevented.

Re: Is this land-to-space concept possible and reasonable?

Posted: Wed Mar 24, 2010 5:40 pm
by CressAlbane
You could just have a verrrrrrry low height difference.

Re: Is this land-to-space concept possible and reasonable?

Posted: Wed Mar 24, 2010 7:46 pm
by Teancum
It still comes down to dumb AI even then.

Re: Is this land-to-space concept possible and reasonable?

Posted: Wed Mar 24, 2010 9:06 pm
by Darth_Squoobus
Teancum wrote:It still comes down to dumb AI even then.
It is still possible to control which units spawn where, though.

Re: Is this land-to-space concept possible and reasonable?

Posted: Wed Mar 24, 2010 9:20 pm
by Eggman
Darth_Squoobus wrote:
Teancum wrote:It still comes down to dumb AI even then.
It is still possible to control which units spawn where, though.
And it is still not possible to make the AI think in three dimensions. Sure, you can have some AI spawn on the ground and some in space, but they'll all try to follow the same planning.

Re: Is this land-to-space concept possible and reasonable?

Posted: Wed Mar 24, 2010 9:35 pm
by Fiodis
Ever play Capital Strike?

Re: Is this land-to-space concept possible and reasonable?

Posted: Wed Mar 24, 2010 10:04 pm
by [RDH]Zerted
One thing you can do is transport the AI to which ever section of the map the player is in (this doesn't work well in MP if the players are in different areas). This way, you won't have to increase the AI count to fill the map. Instead, you can track were each unit was before it was transported or you could just re-ambush areas when the player gets near them. The battle will seem to follow the player and make the map seem more epic/fuller.

You solve the pathing issue by not overlapping the space and ground area. Assuming there is some type of fog transition between space and ground, when the player enters the fog, transport him to the fog above the ground area (or the fog under the space ship if going the other way) and re-ambush the AI in that area.

You could also interweave the space and ground areas in such a way that the planning doesn't overlap and you could add borders to prevent the AI from attempting to switch paths. However, this could become quite complex.

Another way to do pathing is to have the space and ground pathing be the same. This may require that the ship's and ground's feature line up in certain ways, but the player might not notice when within the ship or when outside.

Re: Is this land-to-space concept possible and reasonable?

Posted: Thu Mar 25, 2010 6:23 am
by [TFA]Padawan_Fighter
Just recently I found a video on YouTube with a test of a land-to-space map:

http://www.youtube.com/watch?v=q4zNmKmZnXQ

Re: Is this land-to-space concept possible and reasonable?

Posted: Thu Mar 25, 2010 12:37 pm
by Lephenix
I have shown this video in my lephenix_dor ' s question i can ask Skip , if you want ?

Re: Is this land-to-space concept possible and reasonable?

Posted: Thu Mar 25, 2010 2:13 pm
by Teancum
[TFA]Padawan_Fighter wrote:Just recently I found a video on YouTube with a test of a land-to-space map:

http://www.youtube.com/watch?v=q4zNmKmZnXQ
Just for the sake of needing to say it -- notice that there are no AI on the ground, only above the clouds.

Re: Is this land-to-space concept possible and reasonable?

Posted: Thu Mar 25, 2010 2:22 pm
by jangoisbaddest
Teancum wrote:
[TFA]Padawan_Fighter wrote:Just recently I found a video on YouTube with a test of a land-to-space map:

http://www.youtube.com/watch?v=q4zNmKmZnXQ
Just for the sake of needing to say it -- notice that there are no AI on the ground, only above the clouds.
Well, I realize that AI can't think in 3D. But really, a hanger + associated rooms isn't that much space when you think about it. You could probably place mounds of impassable terrain at those locations on the ground, then plan around them. Yes? I mean, there are still some obvious problems to overcome (for example, I doubt any effort of this sort would end up looking good), but that sounds like it would work to me.

Re: Is this land-to-space concept possible and reasonable?

Posted: Thu Mar 25, 2010 2:28 pm
by Teancum
What I'm getting at is the AI *might* get confused when you have both ground pathing + flyer splines. It's worth a shot, but I wouldn't count on much.

Re: Is this land-to-space concept possible and reasonable?

Posted: Thu Mar 25, 2010 4:13 pm
by Eaol
Why is "might" being assaulted by asterisks?

Re: Is this land-to-space concept possible and reasonable?

Posted: Thu Mar 25, 2010 4:16 pm
by DarthD.U.C.K.
because teancum isnt completely shure whether it works or not