Creating nebulae via script? -1 reply

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gdata

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#1 9 years ago

Has anyone found out how to create a nebula via script? I'm creating randomized maps and would like to add some nebulae as well, but the BuildObject() function doesn't work.




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#2 9 years ago

Never attempted it.. Remore did a random map a good while back that was done somewhat like you appear to be doing, I am unaware if he had any nebulas in it, if he did they would have been built with scripting. But I only tried the map out a couple times, it was nice except it was huge. I've often wanted to get the source from him and scale the map size down to a more reasonable size to make a more viable map.

An alternate method that might be to do what Mad Doc did with some maps to make alternate nebulas show up during the mission. Create your with nebulas of various types all over the place. When the script comes up have it randomly Remove/Hide various nebulas until you only have a couple left that would be in random areas of the map. You could overlap the nebulas so that it's not always a "red" one in that specific spot, have like 2 or 3 overlapped. That might complicate things, but there is a chance that it's the only way. The only difference is that MadDoc used a static method rather than a random one.

A reason I could think of for it not working is due to the fact nebulas have so many more variables than other objects. It might have something to do with the nebula needing all the "defaults" entered into the odf. It's possible the Map Editor enters the "missing numbers" but the mission script it unable to since it doesn't know what's missing. Just a theory, and even then might not be possible.




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#3 9 years ago

Hm, right know the map has only a few requirements. three paths defining length, width and depth and the start locations, so having to create lots of nebulae on the map wouldn't be a solution I'd prefer...




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#4 9 years ago

Every number in the 2 interface boxes that you have for nebulas gets stored with the map as well. I suspect that if it's not defined by the odf the map editor throws in some sort of "defaults" to make the nebula valid, where the mission script is likely unable to do so. Densities, Blob, colorations, etc, etc, etc.




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#5 9 years ago

Generating 'random' nebulae is limited by the amount of resources you give the script to call upon. Nebulae do have alot more variables than normal odf files. If a script had someway of defining each individual variable... That would be a nightmare for the scripter...

As for the defaults, the odf is the benchmark. The map editor allows for further manipulation of the objects. The map editor will always default to the odf value. Depending on manipulation, having such extremes against the odf can bring in a shit load of lag.

One way of 'randomising' nebulae is to look at the Co-op Wave scripts, build up a 'nebulae bank' of maybe 100-250 different nebulae combinations then I think you can enter map co-oridinates in the script not sure I dont do much script work.

I have few ideas just cant be stuffed using the brain to turn them into somewhat legible reasoning.




gdata

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#6 9 years ago

tjoz;4934863Generating 'random' nebulae is limited by the amount of resources you give the script to call upon. Nebulae do have alot more variables than normal odf files. If a script had someway of defining each individual variable... That would be a nightmare for the scripter...

As for the defaults, the odf is the benchmark. The map editor allows for further manipulation of the objects. The map editor will always default to the odf value. Depending on manipulation, having such extremes against the odf can bring in a shit load of lag.

One way of 'randomising' nebulae is to look at the Co-op Wave scripts, build up a 'nebulae bank' of maybe 100-250 different nebulae combinations then I think you can enter map co-oridinates in the script not sure I dont do much script work.

I have few ideas just cant be stuffed using the brain to turn them into somewhat legible reasoning.

Sorry tjoz, but you beat around the bush (and you do very often). Sorry, but this had to be said. I'd prefer a more direct approach. My question was whether there is a function to create a nebula. And as I said, BuildObject does not work. Also lag is something I always consider. What I intend to do is randomize the map, not the nebula itself. And I know how to create randomizations (although I think Co-Op wave is not randomized). So everything is already implemented, but I simply don't know how to build a nebula. I assumed it is not possible to create one via script, but because I hate to act upon basis of assumptions I decided to ask. So if the other two "scripterminds" don't know, I will email ChessMess.




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#7 9 years ago

Thanks for the kind words. I will keep doing it now just to personally piss you off even more. I can give answers that are more consistent with monotonal people though if that is what you prefer?




gdata

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#8 9 years ago

Sorry, but I can't take you serious anymore.




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#9 9 years ago

Chess said he thinks it is not possible!




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#10 9 years ago

That's a pity :( Btw, how do you get ahold of Chess since he shut down his site? That's how I contacted him the two or so times I did in the past. I might have a couple scripting questions for him in the future if he wouldn't mind me contacting him. Later. (When I got here I thought I ened up on the Nvidia Forums for a minute with that logo and green scheme.)




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