Houses galore! Fixed v2 - Page 2

Houses galore! Fixed v2

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Houses galore!

Post by Beherith »

Do you happen to know if features support yardmaps?

Also, why collisionvolumes dont work? I have them set up perfectly, and spring isnt obeying them, its using the shitty ass hitsphere instead :(
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Argh
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Re: Houses galore!

Post by Argh »

IIRC, Features will obey collision volumes, but not yardmaps.
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Beherith
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Re: Houses galore!

Post by Beherith »

they obey neither, try it out with the houses, (I just noticed footprints are screwed up, but thats unrelated)
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Argh
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Re: Houses galore!

Post by Argh »

Setting it to a value other than 0 doesn't work? I'll be the first to admit, I haven't played with that much, for Features, since they're such a waste of time in other ways.
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Beherith
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Re: Houses galore!

Post by Beherith »

Setting what to 0? The collision volume?

Also, do custom collision volumes work for units?
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Argh
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Re: Houses galore!

Post by Argh »

Yeah, setting the test to 0 means default behavior. It's really redundant.

For Units, custom volumes work (unless you're talking about that experimental, unfinished Upspring stuff, in which case all bets are off, I've never gotten around to testing it). Here's an example:

Code: Select all

	CollisionVolumeType=Box; // ('T' is one of "XYZ")
	CollisionVolumeScales=137.5 425 137.5;
	CollisionVolumeOffsets=0 0 0;
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Houses galore!

Post by Beherith »

Yeah, thats what I have set in the houses, to no avail, units shoot through them and only hit the hitsphere.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: Houses galore!

Post by FLOZi »

Beherith wrote:Yeah, thats what I have set in the houses, to no avail, units shoot through them and only hit the hitsphere.
S44 units?

(Infantry weapons can shoot through features in S44 >_>)
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Argh
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Re: Houses galore!

Post by Argh »

Hrmm.

Nope, you're limited to hitsphere offsets, which you might as well do in UpSpring.

Sorry, Features totally suck, the minute you want to do anything unusual, dynamic, or interesting... have I mentioned that?
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Houses galore!

Post by Beherith »

Yeah, just a billion times. I might have to define these features as gaia units then (cause then i could have both yardmap, health and custom hitvolume?) but im on uncharted territory there :(
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Houses galore!

Post by Argh »

Meh, a few Units, so long as they're static, don't include CEGs or sounds, is no biggie in a map.

It's only when they're finally dynamic and interactive and aren't just props that you get into World Builder territory. Welcome to my world.
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Beherith
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Re: Houses galore!

Post by Beherith »

Got any links on how to add static unitses?
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Argh
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Re: Houses galore!

Post by Argh »

Maps can have a /units /scripts /etc. directory, just like a game can. So you just dump the models, skins, an empty script and unitDef files, then use Lua to write their positions to the map, voila.

I'd just throw you my version, but my houses can emit smoke from their chimneys and emit a CEG on death, which is a problem atm because I haven't (yet) looked at map_resources.lua yet, which is, IIRC, the final barrier in terms of being generically cross-game compatible. Meh, I'll take a look at that, that may be the easiest solution.

But if you're comfortable with writing an empty Lua animation script really quick, you're pretty much all set- modifying World Builder Editor to *just* work with that narrow group of Units is trivial, and it takes care of all the heavy lifting.

Or, hell, I could take care of the resources issue and just release World Builder's current beta state, let you mess with it and try to get people to test BA with it, figure out what issues remain. Other than building buildpics, it's in pretty good shape atm.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Houses galore!

Post by Beherith »

All issues fixed; both collision volumes and footprints are now fine! They path and provide cover to units as expected!

Texture and normal issues resolved.

These features will not be revisited again.
Enjoy!
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: Houses galore! Fixed v2

Post by SirArtturi »

Wow! Thanks behe! Really great work!
Will be using these for my next map...
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Houses galore! Fixed v2

Post by SpikedHelmet »

need destroyed versions :(
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Houses galore! Fixed v2

Post by Beherith »

Destroy them then :) I can provide you with source wings files and the PSD texture files. Both are set up in an extremely straightforward way, textures are always interchangeable and super simple to set up - you just have to paste a wall and a roof picture on it.
I currently dont plan to revisit these :(
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Houses galore!

Post by SpikedHelmet »

Beherith wrote:All issues fixed; both collision volumes and footprints are now fine! They path and provide cover to units as expected!
Are you sure? How did you do this? Using lua feature defs?
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Houses galore! Fixed v2

Post by Beherith »

I read engine source to see how they were defined. Both lua feature defs and the tdf's contain this info. However if a mod chooses to ignore these there is nothing i can do :(
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Houses galore! Fixed v2

Post by SpikedHelmet »

Flozi's a liar, S44 smallarms interact with features normally.
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