6.24.2009

VR Mod Update

I'm currently working on the 6th level of the stealth missions. My time is split between trying to recreate the levels with Hammer and trying to recreate the mechanics with source code. Cameras have proved to be a tricky part that I'm attacking from both perspectives: is it possible to create a solution that isn't bloated with entities in Hammer, or should I try to create my own simple camera entity? The Hammer approach seems to be working OK for now, with a little source code tweaking, but the problem is that the model is frickin' huge (see below). I'm going to look into 'borrowing' the security gun from Dystopia for now, but I'd love to find a simple security cam model (or if someone made one for me).

The other challenging part that I could use some help with is actually playing the MGS VR Missions. It's rather tedious trying to measure each map and determine its spawn points and movement paths as well. I've been searching for a god mode or invisibility cheat but I haven't found one yet. If someone knows of such a cheat, or would be willing to go throug the VR missions and provide a simple map of each mission (I even have the executable if you need it), it would be awesome! Feel free to contact me or leave your info in the comments if you're interested.

Here are some pictures of the cameras in action in Level 6. I went back to the minimalist geometric texturing for the skybox because some people mentioned that it was difficult to spot enemies before, and in general I feel like it gives the game a cleaner look. I'm toying with the ideas of some sort of wireframe for enemies, and possibly using a short-ranged wall-hack (think Dystopia's TAC Scanner) in place of MGS's standard radar.

No comments:

Post a Comment