Please login or register.

Login with username, password and session length


Happy 20th Birthday, Freedom Force !!!

Author Topic: Structures & Objects  (Read 1488 times)

Offline jimmito2004

  • Newbie
  • Posts: 21
Structures & Objects
« on: February 05, 2009, 11:20:40 AM »
I had a weird/possibly stupid question... has anyone ever made any buildings or structures you can actually enter into and place objects like chairs, desks, bookcases etc., inside? Also has anyone created extra objects that characters can interact with like lawn mowers, gravestones, bikes, or even chairs, desks, bookcases, etc? I don't know if this is even the right place to ask these questions, if it's not I'll take my newb questions elsewhere.

Offline GogglesPizanno

  • Winner of the Indianapolisrock 500
  • Hero Member
  • Posts: 1957
  • I...need another cocktail
    • GPWarehouse
Re: Structures & Objects
« Reply #1 on: February 06, 2009, 01:04:53 AM »
In order to have buildings you can enter, you would need to incorporate the building layout as part of the terrain file -- like the way the killarilla cells were done in the FFvTR campaign (imagine each cell as a building interior). You could get more complex and create all black "roof" meshes that hide an interior until you enter, and then use scripting to unhide them... the normal campaign uses this technique to hide areas until you get to them.

The downside is that because the buildings have to be part of the terrain, you can't move them around and they all have to be built as single story due to the limitations of the movement grid the game uses. That and you would have to create a new map terrain -- which is something that not many people these days do.

The other option is to do a freeroam campaign and make building interiors their own individual maps and link them into the other maps.

As for objects. There are things floating around here and there. I'm pretty sure several people have done tombstones and what not. More specific things like lawn mowers I don't think so. But with a copy of Gmax or Blender and the nifplugins you could always make your own.

Offline DrMike2000

  • Hero Member
  • Posts: 3267
Re: Structures & Objects
« Reply #2 on: February 06, 2009, 02:37:26 AM »
FFX (my expansion set available on, and since expanded by others elsewhere) had a number of interactive obejcts built in.

You could place weapons that a character could pick up and use, and teleporter pads that would take the user to a specific location. I even made driveable vehicles of a sort, basically just characters who you become when you enter the vehicle, kind of like the tank in FFvTTR.

In theory, its possible to create many more objects as long as you have the right animations and models and so-on, and can do the custom scripting required to set up the objects commands.
Stranger Than Fiction:
The Strangers, Tales of the Navigator and Freedom Force X

Offline catwhowalksbyhimself

  • Lord of Procrastination
  • Hero Member
  • Posts: 7871
    • Freedom Force Forever
Re: Structures & Objects
« Reply #3 on: February 06, 2009, 04:58:12 AM »
Well, you could incorporate part of the freeroam code into a level perhaps to create an enterable building using nothing more than a marker with some scripting.  It would take a bit of work though to adapt it to be used within a traditional mission.  It's an interesting thought, though.
I am the cat that walks by himself, all ways are alike to me.