Distant feature billboard size estimation
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Distant feature billboard size estimation
How does the engine do it? Because the distant billboards seem to be half the size of the features they replace at large distances.
Re: Distant feature billboard size estimation
-_-
You are the 2nd one ...
It uses the S3O model-radius set in UpSpring.
Seems like modelers rarely set it to decent values ...
It's really time to display in debug mode feature collision volumes, too.
You are the 2nd one ...
It uses the S3O model-radius set in UpSpring.
Seems like modelers rarely set it to decent values ...
It's really time to display in debug mode feature collision volumes, too.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Distant feature billboard size estimation
So does that mean we can make a large hitsphere in s3o, and it would go off of that sphere size even if the unitlua shrank the sphere?
Re: Distant feature billboard size estimation
There are legitimate reasons for making the billboard radius not match the collision radius, like if you have some non-colliding extremities on the model.
Re: Distant feature billboard size estimation
Ok thanks. Seems like ill have to switch to TDF defined hit volumes then. Because putting a tall tree in a large sphere screws gameplay, while having it in a smaller, sensible hitsphere makes for ugly ass distant billboards that you have no clue how they got so small.
Man every time I learn something new about the engine, I have to remake those 150+ features.
On a related note, does anyone have any sort of python or other scripted tool to read s3o-s?
Man every time I learn something new about the engine, I have to remake those 150+ features.
On a related note, does anyone have any sort of python or other scripted tool to read s3o-s?
Re: Distant feature billboard size estimation
Also, will switching to "box" hitvolumes on 1k+ features per map be much slower than using hitspheres?
Burning features also use hit sphere radius for flame radius, which makes them look off.
Burning features also use hit sphere radius for flame radius, which makes them look off.
Re: Distant feature billboard size estimation
Somewhat, yes.will switching to "box" hitvolumes on 1k+ features per map be much slower than using hitspheres?