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Real Gravity anyone?

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Shivaxi
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Real Gravity anyone?

Post by Shivaxi »

I was thinkin' about this "Real Gravity" actor for Unreal, where basically, you'd have an actor that was the main center of gravity, so then you could build a world that was round, around that center of gravity, and when the player traveled around the world, the player and player's view would be rotated accordingly to match where the center of gravity actor was, and they'd be able to walk all around the "planet".

Is something like this even possible?

Or even a way to make certain geometry the player would stick to, like using spider physics or something, so the player could walk up walls and on ceilings...but the view of the player would have to be rotated correctly...also of course if the player jumped, he would need to "fall" back to the ceiling or wall he was walking on...
Last edited by Shivaxi on Mon Mar 14, 2011 1:15 am, edited 1 time in total.
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.:..:
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Re: Real Gravity anyone?

Post by .:..: »

Super mario galaxy much in mind huh?

Well for a proper movement for this it would take some engine physics updates. Not to mention player cylinder collision would screw you over.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Buster
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Re: Real Gravity anyone?

Post by Buster »

Picture a cube in space. It has 6 sides. Surround that cube with a larger cube used as a zone. Use sheets to zone off each of the sides. Make each one its own gravity zone.

I think you can visualize what I'm poorly trying to say.

Once you can picture a cube, then picture a soccer ball. LoL Or a honey comb wrapped around a sphere. Give each of the 'combs' its own gravity settings.

:)
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Loos
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Re: Real Gravity anyone?

Post by Loos »

I did have a "problem" like that, but it was a legit error. I found it when I was using the WarpZone's in OldUnreal's editor with the 225 patch. I would go in the warp zone, and I would come out on the wall.

http://www.map-factory.org/unreal/infil ... velox-2787

Here's the map. Maybe this can help you somehow?
-Loos
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Shivaxi
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Re: Real Gravity anyone?

Post by Shivaxi »

Picture a cube in space. It has 6 sides. Surround that cube with a larger cube used as a zone. Use sheets to zone off each of the sides. Make each one its own gravity zone.

I think you can visualize what I'm poorly trying to say.

Once you can picture a cube, then picture a soccer ball. LoL Or a honey comb wrapped around a sphere. Give each of the 'combs' its own gravity settings.

:)

That wouldn't work though, because even though you can change the X and Y of gravity, the players view isnt rotated correctly to the new gravity, and you aren't able to walk on potential "walls" or "ceilings" if gravity is reversed or something.
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Turboman.
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Re: Real Gravity anyone?

Post by Turboman. »

the easiest way to do this is by just using alot of warpzones, lets say if you want to walk around a planet, create various segment area's and connect them with warpzones, they will appear like a planet, but actually you're just moving from area to area.

still has alot of limitations, and still cant beat real (ACTUALY WORKING) spider physics.
speaking of which, klingon honor guard (uses early 205 unreal engine) has space areas where you can float around in any direction, or land on any surface (upside down, sideways).
Last edited by Turboman. on Tue Mar 15, 2011 8:17 pm, edited 1 time in total.
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Hellkeeper
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Re: Real Gravity anyone?

Post by Hellkeeper »

You must construct additional pylons.
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[]KAOS[]Casey
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Re: Real Gravity anyone?

Post by []KAOS[]Casey »

Nice find. using warpzones to give the illusion of changing gravity. I like it, but it's tricky.

I'd like to mention that only in 227 will instant hit weapons work properly in those zones due to limitations in Trace
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