Alright, sounds good. Let me know if you find anything. I've spent hours trying to get it to work and have asked around to see if anyone could help, but no luck lol
What's wrong with the turbine exactly ? I just tested to put a cable in the center of the turbine (the middle circle) and put the cable outside of the map, create a timer 0.1 start, 0.1 reset, 180° rotation in 15 seconds, after welding every object (selecting the cable at first to be the parent) and it worked. The only thing I noticed is that the turbine and the cable rotate sometime in the bad way before rotate as it should. But it stabilize after a few seconds.
Oh, wow. They must have fixed rotation scripting in a recent update. I'll try it out myself. Thanks for testing it out
I tried several issue to make it turn correctly but there's just one possibility to do it without create a problem. If you put several script to not have that 0.1 second where the turbine stop before continue its movement, it could deplace some parts of the turbine (some blocks change their place). If you do a rotation of 1° each 0.1 second and repeat each 0.1 second, it will be worst. I have save the map with the cable placed at the center and outside of the map if you want it. Oh and... I think the platform of Fathom is not necessary... The block in front of it (incline) and the one under too could be deleted. Also if you make the turbine turn, you can delete the 2 mancannons. If you want the map (all these things have been done, and the cable is parent of the welded group, you just have to make the script), tell me and I'll put it in my fileshare. (If you want to correct some really bad mistakes I made in this message, do it, it could just allow me to don't make it later) EDIT : Note you could also create the falling bridge with scripts at destruction of a red barrel that will not respawn.
Ok gotcha. I'll take a look at the map when I get a chance And I tried the drop bridge before but scripting was messed up. But if the wheel is fixed then I guess there's a good chance o could get the bridge to work too
I finally got around to testing it out and I see that it works! The only problem is my wheel is a little unbalanced so I may need to remake it. Thanks for your help Edit: actually, after about 30 seconds the wheel starts to tear apart. Were you getting this problem too?
I hadn't... except if the value of rotation was small. When I made a value of 180° for 15 seconds and repeat after 0.1 second, I have no problem except what I said : sometimes, the wheel just go back, then continue in the good way and go back, again and again.
xXBarthXx updated TURBINE with a new update entry: Version 1.4 Update: Textures, water, scripting and more! Read the rest of this update entry...
I think there's too many leaves falling from just one side of the wall. You shoud add more details everywhere, you have a really big wall on the beach (on the last picture) where there's nothing... I don't see from that distance but did you put an additional texture with the brick ? If not, you should. I also think it's too bad you didn't go on above the water to have "real" water... Maybe you should group everything and load it in Tidal when import group feature will be available.
The map looks great aside from the water. It's just really jarring. Is there any reason you chose not to build it at sea level on Apline or rebuild it on Tidal?
He built it before Tidal was available and I think he wanted to have some green parts on the ground, to have grass. Now, he could build it with Tidal block... It's just too bad to not have a button "Select all objects" to move all the map
I'm not sure what you mean by leaves falling. You mean the vines? I didn't put any additional textures on he bricks, but I can go back and see what it will look like. And yeah I could group the whole thing and move it, but that would take forever and make it buggy. Like I said in my update, I've been a little short of free time. I'd be surprised if the game didn't crash when I group 1600 objects at once lol. And yup. I built this back in January originally so Tidal wasn't a choice. Maybe I'll do it when prefabs come out, but again I'll be surprised if it doesn't crash grouping every piece together lol
Fair enough. Rebuilding it from scratch isn't a bad idea if you have time though. I'm currently rebuilding my Danger Canyon remake (originally released in January) on parallax to improve the scale accuracy using my BSP measuring method and to take advantage of the skybox and the new Tidal terrain.
Just for you, know that I group every peace of the Valhalla's tower on Viking just to make it "metallic" in a v32 map I made with grass etc... There were more than 200 objects and it didn't crash... But you have framerate drop when you select all these objects together... So...
Honestly, ignoring time constraints, this map is so nostalgic and this is such a good remake that it deserves to be built on Tidal and could be in matchmaking. It needs to happen.
The reason I thinking may crash is because I had a group that was 500+ pieces for my Halo Ring map, and I did get the frame rate issue you were talking about. I'm just not sure if it will work as well with a group 3x the size. But I definitely will try when I get some time. I know it would look a lot better, I just need the time to do it lol Thanks! Like I said, when prefabs come out I may try to move this map to Tidal, as long as I can make a group that big. We'll see what the future holds
I have to agree with weeeeeman... Even if you grouped it and moved it to the water and all that, it still wouldn't get that green tropical shoreline and backdrop that you would get from tidal. I understand this would take awhile, but not as long as you might think. You know the map, you know the pieces. It is like building a 1400 piece Lego thing and dropping it just to build it again, but you did it once and the second time is much faster. This is the absolute best remake for this that I have seen. I have no doubt that you could get it in MM with the upcoming additional playlists. I don't know when object sharing will come out, but it might be too late by then. If you do decide to wait, you could section the groups, make a grid with a new anchor piece placed only to connect the groups after the move. I'd throw it on tidal ASAP, I have followed your work a long time now buddy. This is your baby, you can do this, the community would eat it up. --- Double Post Merged, Jul 15, 2016 --- I do want to point out that this is still amazing, it is great work!
Thanks for the support. Maybe if I get a free weekend I can do it, but until then idk if it will be possible. Also, having a second Xbox next to me would help, which I don't have lol
If you have a laptop or a computer near your Xbox you can always use the BSP method of visualizing and measuring the original maps that I discovered last month. Check out my thread for it if you're interested. I'm convinced it's the easiest and most accurate means of scaling remakes available.
xXBarthXx updated TURBINE with a new update entry: Version 2.0: Moved Turbine From Alpine to Tidal, and Updated more! Read the rest of this update entry...