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PREFABS

Posted: Fri Oct 07, 2011 9:03 am
by deeahchur
referencing post: viewtopic.php?f=9&t=1163#p10556

I, too, would love access to those test rooms and will gladly create some objects to add to the pot, as time allows, of course.

Dropbox will work for a time, and public accts have access to 2 GB of sharing. If LDSO has the ability to host files, that would be best, but otherwise we can utilize various free file sharing options as well.

Also refer to thread File Sharing: viewtopic.php?f=9&t=990

Re: PREFABS

Posted: Fri Oct 07, 2011 9:14 am
by deeahchur
Here is a list of my contributions:

(Date updated: 8 May 2012)

Data Related Interactives or Triggerables
  • YCP Bit Socket
  • Teleporter (complete)
  • Consoles (in progress)
  • I/O Nodes
AI
  • !YES! (YES) CAI ICP with partial Kernel Armor (remake sharable)
Vehicle Props (possibly triggerable as floating platforms)
  • Light Skiff (building started)
  • Sweeper (rebuild Alpha complete; rebuild Beta in progress)
  • YCP Tank
  • YCP Transport

Re: PREFABS

Posted: Fri Oct 07, 2011 9:42 am
by deeahchur
Adding links to threads, posts, sites with available prefabs or references to people who can provide them.

viewtopic.php?f=9&t=988#p9253

TronFAQ:
Recognizer .LTA: http://myfreefilehosting.com/f/7ce551ce26_0.04MB

Win3k:
GridBug: http://www.win3k.eu/bugtest.zip

floven1:
Redesigned Lab area: http://myfreefilehosting.com/f/ea47737ebf_0.12MB
http://www.filefront.com/user/floven1

HangmanEXE:
Monochrome sky: http://www.filefactory.com/file/ce4f98e ... nature_rar

Re: PREFABS

Posted: Fri Oct 07, 2011 12:42 pm
by HangmanEXE
EXCELLENT thread Dee!

I will support this thread and add in ...
[My v1.9 GameBoy Advance Killer APP Recognizer]
http://www.filefactory.com/file/cd29a2c ... r_v1_9_rar

...and...

[Sec-Rezzer example room FAQ shared a long time back]
http://www.filefactory.com/file/ce255d7 ... XAMPLE_rar

...and...
[An assembled & actively targeting Tank Program]
http://www.filefactory.com/file/ce2556f ... xample_rar

Re: PREFABS

Posted: Wed Oct 26, 2011 6:35 am
by deeahchur
Requests for PREFABS.

These would just make things a little easier and have the starting objects needed for certain features. These can just be rooms that focus on the necessities, but each one should be isolated for Copy and Paste methods, so maybe a help file added with instructions on use (this will probably be made easier with the launch of the Wiki).

For DeRez or Disc Arena maps:
  • Water or Energy Zone
    Damage or Energy depletion zone
    Low Gravity or altered gravity zone
    Lift or elevator (point A to point B)
    Lift or elevator (2 or more other levels)
    Floating platform (point A to point B; triggered)
    Floating platform (following a path around a room; triggered)
    Floating platform (point A to point B; non-triggered and continuous)
    Floating platform (following a path around a room; non-triggered and continuous)

Re: PREFABS

Posted: Wed Oct 26, 2011 10:10 am
by xistence
Honestly your lift and floating platform requests wouldn't be so easy to be made as prefabs, based on the nature of the keyframer object, which is used in both cases. You need to tsetup to many different parameter to make the keyframer fitting your needs (or the need of your map), putting in a prefab would make these things too static. Except someone can live to use always the same size, range and form of a lift.

Re: PREFABS

Posted: Wed Oct 26, 2011 11:16 am
by deeahchur
Bumped to after TronFAQ's comment for clarification.

Re: PREFABS

Posted: Wed Oct 26, 2011 11:24 am
by TronFAQ
I'd go so far as to say none of those items are good candidates as prefabs. In every case, you would want to break down the prefab (disconnect) into its individual pieces so you can customize it.

When you do that, the objects in the prefab will have had prefixes added to their names and your broken down prefab won't work until you rename all the objects. Which can get tedious.

It would be better to follow a tutorial in each case. So you can customize the objects as you go along, to work with your map.

Re: PREFABS

Posted: Wed Oct 26, 2011 2:48 pm
by deeahchur
I realize there may be some miscommunication on my part. Please allow me to clarify.

I used the word PREFAB, and regarding DEdit, there is a definitive meaning for what this is, as an object or set of objects integrated together as a prefabricated form that is locked or bound into a singular total object.

I use the term prefab loosely.

I use it to also refer to geometry and architectural forms saved as lta. What makes those prefabs to me is the lack of need to rebuild the forms, requiring simply alteration or tweaking to meet object or world-building needs.

So in the case of keyframers, I just mean files that can be copied and pasted into a project or worked from in the same file, not a truely created PREFAB that will break when altered.

Re: PREFABS

Posted: Fri Oct 28, 2011 10:48 am
by TronFAQ
Now I understand what you're getting at. :D

Yeah, Prefab to me means something you drop into a map as-is and then forget about it. Customizing that kind of sample is difficult.

Since what you meant was a small .LTA map (or .LTC or .TBW, doesn't matter), with just the objects and geometry needed for an example, that makes sense to me. Those could supplement a tutorial.

Re: PREFABS

Posted: Sun Oct 30, 2011 3:55 am
by HangmanEXE
Ya, basicly we were thinkin of any kind if Item that we could "prefab" build then .lta save an pack up an share for other ppl to use as "drag-n-Drop" building parts.

Re: PREFABS

Posted: Sun Oct 30, 2011 9:06 pm
by deeahchur
Tweaked my DataBlocks and uploaded for download! Included are the standard YCP DataBlocks, a Wedge Databin (used around a datastream "column"), and the beveled edge DataBlocks.

Please place the files as follows:

GAME
- PREFABS
-- YCP
--- DATABLOCKS

Re: PREFABS

Posted: Tue May 08, 2012 1:39 pm
by deeahchur
(GREETINGS)

T~o
Files updated. See my initial checklist. 8 May 2012

(EOL)