Talk:Abstract Mapping: Difference between revisions

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:Parenting does all sorts of things, so calling it "radar"-something is making it ''much'' more specific rather than more abstract. On the other hand calling it "parenting" defeats the purpose, because then only people who already know what it's called will find it. Maybe something like 'joining two entities', and toss in [[phys_constraint]]? &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 08:17, 26 Oct 2005 (PDT)
:Parenting does all sorts of things, so calling it "radar"-something is making it ''much'' more specific rather than more abstract. On the other hand calling it "parenting" defeats the purpose, because then only people who already know what it's called will find it. Maybe something like 'joining two entities', and toss in [[phys_constraint]]? &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 08:17, 26 Oct 2005 (PDT)
how bout <nowiki>[hierarchical || attached || welded]</nowiki> objects&mdash;'''[[User:Ts2do|ts2do]]''' <sup>([[User talk:Ts2do|talk]])</sup> 14:37, 26 Oct 2005 (PDT)

Revision as of 14:37, 26 October 2005

Ideas for new articles

What else should go here? What kinds of things do people new to Source mapping want to make but don't know the right names?

  • Skies: basically link to the 2D skybox and 3D skybox articles, and maybe mention the Terragen article
  • Special effects: catch-all for lasers, explosions, etc
  • Physics: people have heard that Source has nifty physics stuff, and this could point them to the entities and articles about it
  • Reflections? Cubemaps, buildcubemaps, maybe on article on reflective shaders, water_lod_control, and mention that HL2 doesn't have any mirrors.
  • Sticking stuff together (aka, "Duct tape, hinges, glue, and string" <grin>): parenting, the physics constraints, and model attachment points
  • Glass: as a hub for the various articles we already have (and be sure to mention how to make normal, unbreakable glass)
  • Outdoor areas: maybe put the skies stuff here instead; displacements; foliage props and the treeline cards; birds; light_environment and env_sun
  • Doors and windows: prop- and brush-based, area portals, and links to AKG series. We could use a wiki version of the AKG door skin page.
  • Fighting: assaults, battle lines, combat AI... wee!
  • Weapons: not just the normal weapon entities, but also the func_tank and friends, and the article on creating usable mounted guns

Comments

I believe skies are less abstract than other components...but if you want to have that article taht shows how to make the 6 images...that'd be good—ts2do (talk) 21:06, 25 Oct 2005 (PDT)

It might not be abstract, but it would be useful. Like the Water article, it can help people doing mapping as well as people doing materials. —Maven (talk) 21:11, 25 Oct 2005 (PDT)

Also...consider adding a very specific abstract mapping thing that shows how the parent hierarchy system can be utilized would be nice—ts2do (talk) 21:07, 25 Oct 2005 (PDT)

That's an excellent idea. I haven't a clue what to call it, though. —Maven (talk) 21:12, 25 Oct 2005 (PDT)

Well call it what it is...maybe a breakable radar that pivots..."Radar"...something else?—ts2do (talk) 22:37, 25 Oct 2005 (PDT)

this would run into conflicts on devs locating it for use later tho—ts2do (talk) 22:38, 25 Oct 2005 (PDT)

Parenting does all sorts of things, so calling it "radar"-something is making it much more specific rather than more abstract. On the other hand calling it "parenting" defeats the purpose, because then only people who already know what it's called will find it. Maybe something like 'joining two entities', and toss in phys_constraint? —Maven (talk) 08:17, 26 Oct 2005 (PDT)

how bout [hierarchical || attached || welded] objects—ts2do (talk) 14:37, 26 Oct 2005 (PDT)