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Re: Houses galore!
Posted: 01 Apr 2010, 20:33
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

Re: Houses galore!
Posted: 01 Apr 2010, 20:43
by Argh
IIRC, Features will obey collision volumes, but not yardmaps.
Re: Houses galore!
Posted: 01 Apr 2010, 20:45
by Beherith
they obey neither, try it out with the houses, (I just noticed footprints are screwed up, but thats unrelated)
Re: Houses galore!
Posted: 01 Apr 2010, 20:51
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.
Re: Houses galore!
Posted: 01 Apr 2010, 20:53
by Beherith
Setting what to 0? The collision volume?
Also, do custom collision volumes work for units?
Re: Houses galore!
Posted: 01 Apr 2010, 21:00
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;
Re: Houses galore!
Posted: 01 Apr 2010, 21:05
by Beherith
Yeah, thats what I have set in the houses, to no avail, units shoot through them and only hit the hitsphere.
Re: Houses galore!
Posted: 01 Apr 2010, 21:12
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 >_>)
Re: Houses galore!
Posted: 01 Apr 2010, 21:17
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?
Re: Houses galore!
Posted: 01 Apr 2010, 21:21
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

Re: Houses galore!
Posted: 01 Apr 2010, 22:03
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.
Re: Houses galore!
Posted: 01 Apr 2010, 22:05
by Beherith
Got any links on how to add static unitses?
Re: Houses galore!
Posted: 01 Apr 2010, 22:15
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.
Re: Houses galore!
Posted: 02 Apr 2010, 02:25
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!
Re: Houses galore! Fixed v2
Posted: 02 Apr 2010, 08:57
by SirArtturi
Wow! Thanks behe! Really great work!
Will be using these for my next map...
Re: Houses galore! Fixed v2
Posted: 03 Apr 2010, 16:12
by SpikedHelmet
need destroyed versions

Re: Houses galore! Fixed v2
Posted: 03 Apr 2010, 16:30
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

Re: Houses galore!
Posted: 26 Apr 2010, 01:01
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?
Re: Houses galore! Fixed v2
Posted: 26 Apr 2010, 01:36
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

Re: Houses galore! Fixed v2
Posted: 26 Apr 2010, 02:08
by SpikedHelmet
Flozi's a liar, S44 smallarms interact with features normally.