[Versus Map] Kaijusagi

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Macrauchenia
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[Versus Map] Kaijusagi

Post by Macrauchenia » Tue Jan 08, 2013 5:49 pm

In this map you'll play as giant rabbits fighting each other in a desert city. :mrgreen:

Image

Image

This map was inspired by Kaiju Combat (http://www.kickstarter.com/projects/142 ... ting-onlin) and the campaign to get Whaleman in the game (viewtopic.php?f=13&t=17215). Unfortunately you can't play as him(yet...), but he does make an appearance.

A few things:
The camera gets confused if both players get too far away from each other in the city, but it works fine if they stay close. Hopefully this will be fixed in the future.

I would have liked to use Markuss' American City objects, but scaling them down to the size I needed caused them to lose all detail.

Also, I'd encourage doing some exploring, there are a few neat sites to see. :D

Hope you all enjoy!
Kaijusagi.zip
(125.34 KiB) Downloaded 127 times

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Constance
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Re: [Versus Map] Kaijusagi

Post by Constance » Tue Jan 08, 2013 6:29 pm

Really creative and awesome!

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Constance
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Re: [Versus Map] Kaijusagi

Post by Constance » Fri Jan 11, 2013 5:19 pm

Also, the trees are really wavy, wavy to the point where it's ridiculous.

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Endoperez
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Re: [Versus Map] Kaijusagi

Post by Endoperez » Fri Jan 11, 2013 5:34 pm

Timbles wrote:Also, the trees are really wavy, wavy to the point where it's ridiculous.

I'll make a guess: the wave isn't affected by the object's scale. It's a shader parameter, I don't think shaders can read properties from objects. Not sure though. Shaders can read properties from textures, and maybe the wavy strength is read from an image file?

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Constance
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Re: [Versus Map] Kaijusagi

Post by Constance » Fri Jan 11, 2013 5:38 pm

I'm pretty sure it is.

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Macrauchenia
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Re: [Versus Map] Kaijusagi

Post by Macrauchenia » Sun Jan 13, 2013 11:20 am

Ya those trees are somewhat of a distraction.
Endoperez wrote:
Timbles wrote:Also, the trees are really wavy, wavy to the point where it's ridiculous.

I'll make a guess: the wave isn't affected by the object's scale. It's a shader parameter, I don't think shaders can read properties from objects. Not sure though. Shaders can read properties from textures, and maybe the wavy strength is read from an image file?
Timbles wrote:I'm pretty sure it is.
Is there any way to change the parameters of that within the level's .xml file? Or would I have to make a new image and .xml object file?

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Anton
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Re: [Versus Map] Kaijusagi

Post by Anton » Thu May 09, 2013 10:22 am

Added this to the community content browser today. :)

Can't wait to explore it more!

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RagdollZombie
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Re: [Versus Map] Kaijusagi

Post by RagdollZombie » Thu May 09, 2013 11:46 am

MONSTER RABBIT!!!!!!!!!!!!

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