World Builder. - Page 3

World Builder.

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: World Builder.

Post by Guessmyname »

Yay!
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Gota
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Joined: 11 Jan 2008, 16:55

Re: World Builder.

Post by Gota »

Oh man...urban maps...make building wreckages not whole buildings.. it will look much cooler.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: World Builder.

Post by Guessmyname »

Prrth, we can do that ourselves ingame!
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Gota
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Re: World Builder.

Post by Gota »

When htis prog is ready im gonna make a map called Gaza.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: World Builder.

Post by smoth »

the tall buildings are still not going to have correct collision.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: World Builder.

Post by Argh »

Actually, making the collision "right" is less of a problem than the fact that there's no AvoidNeutral / CollideNeutral to prevent Units from ignoring the objects. I can make the collisions "right" with invisible objects to give it more hitspheres along the length- that's not a big problem. However, Units don't avoid trying to fire right through them right now. Makes city-fights a real problem. I think this is a perfectly-solvable issue, if we had the option of using either multiple hitspheres that registered for the object + avoid / collide, or hitboxes + avoid / collide, but nothing less is going to solve this.
user
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Joined: 22 Jan 2008, 16:33

Re: World Builder.

Post by user »

custom colision shapes or hit boxes would be much better than multiple
hit spheres.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: World Builder.

Post by Argh »

Probably. However, the issue's been getting anybody to implement that. Right now, everything in Spring works around a value, "radius", that is generated either automatically in the case of .3DOs, or manually by designers, in .S3O. A hitbox format, that automatically made the hitbox a function of the radius size, but could be customized manually, would be ideal. Kloot wrote a lot of this at one point, and then abandoned it, for reasons unknown.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: World Builder.

Post by user »

it could be done by making s3o store a custom shape that would be used to detect colisions.

i am looking at the source to see how collision detection works.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: World Builder.

Post by user »

go look at s3o.h, there is a variable called collision data, which is an offset to collision data in the file, it not used.

found this:

Code: Select all

inline void CUnit::DrawDebug()
{
	// draw the collision sphere
	if (gu->drawdebug) {
		glPushMatrix();
		glTranslatef3((frontdir * relMidPos.z) +
					   (updir    * relMidPos.y) +
					   (rightdir * relMidPos.x));
		GLUquadricObj* q = gluNewQuadric();
		gluQuadricDrawStyle(q, GLU_LINE);
		gluSphere(q, radius, 10, 10);
		gluDeleteQuadric(q);
		glPopMatrix();
	}
}


in Unit.cpp, it uses glu to draw the sphere because it easier than using begin() end() lots of times.

surely i must be wrong at this, it is used for debuging.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: World Builder.

Post by Argh »

That's just the code that's used to draw the sphere when you hit "b" (default) to enter debugging mode. The sphere's radius, and checks against it, are elsewhere.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: World Builder.

Post by user »

look at projectilehandler.cpp it is there.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: World Builder.

Post by smoth »

/me awaits the completion of kloots patch.

user, if you can look at patching something. The dumbfire missiles(missiles without guidance) will fire reguardless of what is blocking the los.

Kloots patch can very well fix the collision. Dumbfire weapons will still try and shoot through buildings though.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: World Builder.

Post by user »

is kloot still working on that patch?
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: World Builder.

Post by Kloot »

yes
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Argh
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Joined: 21 Feb 2005, 03:38

Re: World Builder.

Post by Argh »

Ok.
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