World Builder.
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Re: World Builder.
Oh man...urban maps...make building wreckages not whole buildings.. it will look much cooler.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: World Builder.
Prrth, we can do that ourselves ingame!
Re: World Builder.
When htis prog is ready im gonna make a map called Gaza.
Re: World Builder.
the tall buildings are still not going to have correct collision.
Re: World Builder.
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.
Re: World Builder.
custom colision shapes or hit boxes would be much better than multiple
hit spheres.
hit spheres.
Re: World Builder.
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.
Re: World Builder.
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.
i am looking at the source to see how collision detection works.
Re: World Builder.
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:
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.
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.
Re: World Builder.
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.
Re: World Builder.
look at projectilehandler.cpp it is there.
Re: World Builder.
/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, 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.
Re: World Builder.
is kloot still working on that patch?