f Footprint type / Logical Center

f Footprint type / Logical Center

Requests for features in the spring code.

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Argh
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Joined: 21 Feb 2005, 03:38

f Footprint type / Logical Center

Post by Argh »

If Footprint is defined as "f" for the entire Unit / Feature, Spring should not include it in logical checks for whether it is blocking, mouseover, etc., unless it belongs to your Team.

IOW, if I build a roadway that's essentially flat, it should not have an invisible point object that jams Factories, causes collisions with Units whilst pathfinding, etc.

It's really, really irritating, that Spring doesn't use the logical center of the model (which is auto-generated for 3DOs, and can be manually generated for S3O, rather than the theoretical position on the ground, when doing these checks (as opposed to the hitsphere, which uses the logical center). That's probably the best way to fix this, btw- if I want a logical center that's underground and won't ever collide with surface objects, so be it.
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KDR_11k
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Re: f Footprint type / Logical Center

Post by KDR_11k »

f? What's f?
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lurker
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Joined: 08 Jan 2007, 06:13

Re: f Footprint type / Logical Center

Post by lurker »

'f' is listed in the wiki under blocking, and when I take a quick look at the source I don't see anything directly attached, but I don't have search here.

It sounds like you're talking about the center of a fully open yardmap still acting as an obstacle, which is a valid issue if so. But I don't know what you mean by "unless it belongs to your team". Why would a feature act as a glitchy point object to the team that built it?
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Pxtl
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Re: f Footprint type / Logical Center

Post by Pxtl »

Really, I think the ideal feature would be (possibly optionally) for the yardmap to completely replace all collision detection in the case of units that have one. Units with yardmaps aren't spheres, they're a set of rectangular prisms, one prism for each section of the yardmap.
Tobi
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Re: f Footprint type / Logical Center

Post by Tobi »

That's possible for a few releases already. (It's the default actually...)
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Pxtl
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Re: f Footprint type / Logical Center

Post by Pxtl »

Tobi wrote:That's possible for a few releases already. (It's the default actually...)
Oh, then what is the behaviour that Argh is complaining about?
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Argh
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Re: f Footprint type / Logical Center

Post by Argh »

There is a point on the map, where the UnitID is, that's blocked to the pathfinder and to Factories attempting to open their Yardmap, no matter what Footprint setting I use. I've tried setting them to non-blocking directly, through MoveCtrl, and that doesn't work, either.

So, I have factories built on top of "roads", where the Yardmap never opens and the factories get jammed, and even if they don't, Units get stuck on this invisible object. Moreover, Units seem to bump into these invisible objects, and avoid them when pathfinding.

Basically, all of this is screwing around with the tiled-object level design approach. If an object's Footprint says that it doesn't exist, it should not exist, period. But there are obviously remaining references to the Unit's center X,Z somewhere.
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KDR_11k
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Re: f Footprint type / Logical Center

Post by KDR_11k »

You did give them a y footprint, right?
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Argh
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Re: f Footprint type / Logical Center

Post by Argh »

No, I used, "f" because that is supposedly the "clear" Footprint type. I've tried "y", and it has the same problems.

All of my roads in World Builder are "y", for example. And if you build a Factory and any of the "c" squares intersect the Unit's position (even though the actual, logical center of the model is way up above it) then the Factory gets jammed, and I've observed vehicles colliding with its center point.

Look, my point is very simple here, and it's easy to test that it's occuring: instead of using the position of a land Unit X, (groundheight), Z, it needs to use the position of the Unit's logical center (i.e., the center of the hitsphere).

It's a simple change, but it would fix a lot of quirky behaviors.
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