Fable: The Lost Chapters Mod Scene - RDF feed
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I did a lot of testing with various things in an attempt to spice up levels and whatnot, and I've hit a rough spot. Me being weird the way I am, I'm unable to move on until I figure out what to do with these stupid bridges. I played around with the CShipDef to get some sort of swaying effect. The Hero doesn't move with the bridge, really lame. My other idea was a tilted rotating bridge. It only rotates horizontally so it looks weird. I decided to make it a flat rotating bridge, but again, the Hero doesn't move with the bridge. If the Hero doesn't move, he'll eventually go through the side collision of the bridge while it rotates and he'll fall. Lame. I'm beginning to hate bridges. A bridge sucks unless it's connecting two cliffs or is high in the air swaying or rotating, and I'm running out of cliffs. If anyone's got some ideas, they'd be much appreciated. [/grievance]
JohnDoe wrote on Fri, 07 March 2008 04:33 I did a lot of testing with various things in an attempt to spice up levels and whatnot, and I've hit a rough spot. Me being weird the way I am, I'm unable to move on until I figure out what to do with these stupid bridges. I played around with the CShipDef to get some sort of swaying effect. The Hero doesn't move with the bridge, really lame. My other idea was a tilted rotating bridge. It only rotates horizontally so it looks weird. I decided to make it a flat rotating bridge, but again, the Hero doesn't move with the bridge. If the Hero doesn't move, he'll eventually go through the side collision of the bridge while it rotates and he'll fall. Lame. I'm beginning to hate bridges. A bridge sucks unless it's connecting two cliffs or is high in the air swaying or rotating, and I'm running out of cliffs. If anyone's got some ideas, they'd be much appreciated. [/grievance] Other than playing with the CPhysicDef your out of luck. I don't recall one single instant of anything moving the player while under him. The in-game physics are extremely basic and simple. So much so that without walk areas and nav data the player and npc's can walk on top of tables with no resistance.
I would give it a very small, nearly unnoticeable effect so that the hero's straight walkway isn't directly noticed, but it is still kind of a cool effect.