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Posted: 05 Sep 2007, 04:09
by MetalSkin
smoth wrote:well we have no pirate or castle ruins models.
arrrggggghhhh... (sad version)
Well if you made a model large enough, would smaller vehicles/bots be able to traverse said model? I imagine that it would cause a performance hit, but I'm curious because I've presumed that you cannot make a multi level terrain. I had wanted to make a map with medieval or Roman style ruins but i desired them to be multi level.
Posted: 05 Sep 2007, 06:28
by Pressure Line
not until we get the y:?: yardmap back will that be possible
Posted: 05 Sep 2007, 07:07
by MetalSkin
Pressure Line wrote:not until we get the y:?: yardmap back will that be possible
Yardmap? Hmm a quick google (and search on these forums) seems to indicate that a yard map is used to mark blocked/unblocked areas of the map, correct me if I'm wrong.
I was thinking more along the lines of making a map multi-level or making a model large and then having the ability for stuff to traverse the model keeping to the bounds of the model. So if you made a model of a car park, you could have pee wee's walking up the ramps to the top level!
Posted: 05 Sep 2007, 07:19
by ralphie
Unit's cannot traverse features.
Posted: 05 Sep 2007, 07:24
by MetalSkin
ralphie wrote:Unit's cannot traverse features.
Thanks, I presumed that was the case but thought I would ask. So I'm presuming some form of footprint is determined for the feature by the compiler and that part of the map where the footprint lies is not traversable?
Also is there a way to make multi level maps? e.g. a tunnel through a mountain, etc...
:edit:
Hmm, I take it that as such we cannot make bridges where ships can go underneath and vehicles walk overhead?
Posted: 05 Sep 2007, 15:26
by Erom
Believe me, people have been trying to make multi-level maps since TA. Still not possible. It's a hard problem, when there is so much freedom in how units are made, to make all types of units react correctly to all types of bridges.
Posted: 05 Sep 2007, 15:42
by hunterw
if you want bridges be prepared to completely rewrite all pathfinding code
Posted: 05 Sep 2007, 15:43
by Erom
Pretty much. And a good bit of the unit collision code, the aircraft flight code... ect.
Posted: 05 Sep 2007, 18:48
by Sangue
.
Posted: 06 Sep 2007, 00:01
by MetalSkin
Erom wrote:Believe me, people have been trying to make multi-level maps since TA. Still not possible. It's a hard problem, when there is so much freedom in how units are made, to make all types of units react correctly to all types of bridges.
I thought that would be the case. Didn't think it was possible only because I've never seen a map where it is. Would be nice though
