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well

Posted: 25 Oct 2007, 20:13
by rcdraco
Do we have any word on this? I'm really interested in the cube hit sphere for BloX, so that turrets and tanks can be hit separately. Or, add a hemisphere hitbox for ground units, that would also help.

Posted: 06 Nov 2007, 17:51
by Argh
+1, I'd really, really, really like to introduce more linear shapes and work with larger objects in PURE...

Posted: 06 Nov 2007, 18:36
by Pxtl
Thinking it over, you can probably hack-up a good approximation of multiple hitspheres now with a little LUA.
1) make the main body of a unit small.
2) create many small, invisible units and attach them to the main body of the unit in the orientations you'd like them in.
3) redirect all damage from the small invisible units to the main body.
4) destroy small, invisble units when main body dies.

There are of course oodles of problems with this, not the least of which being that the main body believes it has a tiny hit-sphere instead of the large amalgam it really has.

Posted: 13 Nov 2007, 05:48
by smoth
any progress?

Re: Capitalship tag for aircraft

Posted: 13 Feb 2008, 00:50
by Kloot
A "first draft" of this patch is now in SVN (for
unit <--> projectile coldet, tieing the custom
volumes to features is next up). The final tag
names are:

Code: Select all

CollisionVolumeType={"Ell" | "CylT" | "Box"}; // ('T' is one of "XYZ")
CollisionVolumeScales=X Y Z;
CollisionVolumeOffsets=P Q R;

Re: Capitalship tag for aircraft

Posted: 13 Feb 2008, 00:55
by Peet
This is beyond win. Keep up the good work! I'll be testing this week :)

Re: Capitalship tag for aircraft

Posted: 13 Feb 2008, 02:29
by Argh
Great news, thanks for coming back to this! I'll start testing this asap, I'm a bit busy tonight, painting something, but I'll be able to get to it tomorrow guaranteed.

Re: Capitalship tag for aircraft

Posted: 14 Feb 2008, 01:28
by Argh
Tested cuboid collision zones.

THEY WORK!!! eleventyone.


Great work, Kloot!

[EDIT]It's not a problem with the sizes, it was me not taking into account the centroid. It works just fine...

Re: Capitalship tag for aircraft

Posted: 14 Feb 2008, 06:59
by Neddie
Rectangular prisms, or simple cubes?

Re: Capitalship tag for aircraft

Posted: 14 Feb 2008, 19:04
by Forboding Angel
oh fuck me silly... NICE WORK! (now I can go back and remove some of my horribly crappy hitspheres).

Re: Capitalship tag for aircraft

Posted: 15 Feb 2008, 00:16
by Kloot
Features (with the exception of trees) can now be
given their own collision primitives too, tag names
are the same as for units.

Re: Capitalship tag for aircraft

Posted: 15 Feb 2008, 00:21
by imbaczek
one question, since it's not immediately obvious from the code - do the collision shapes rotate with the units?

Re: Capitalship tag for aircraft

Posted: 15 Feb 2008, 00:27
by Kloot
Yep, see the old screenshot ;)

Re: Capitalship tag for aircraft

Posted: 15 Feb 2008, 00:34
by imbaczek
oooh shineh. missed it. vgj.

Re: Capitalship tag for aircraft

Posted: 15 Feb 2008, 00:41
by [Krogoth86]
Kloot wrote:Features (with the exception of trees) can now be
given their own collision primitives too, tag names
are the same as for units.
Hooray! Finally you can make walls that really block shots depending on their height... :-)

Re: Capitalship tag for aircraft

Posted: 15 Feb 2008, 01:30
by Gnomre
I'm certainly not complaining, since this is far better than what we had before, but would it be possible to have the different collision primitives built into s3o and upspring instead of only having the tags?

Re: Capitalship tag for aircraft

Posted: 15 Feb 2008, 07:19
by Forboding Angel
Yar this is definately ubar win.

Daddy lieks and approves.

Re: Capitalship tag for aircraft

Posted: 16 Feb 2008, 19:14
by Kloot
Gnome: it would, but that route is best suited for truly
arbitrary convex collision meshes that cannot easily (or
at all) be defined as mathematical functions. For these
geometric primitives the FBI tag setup is more efficient,
and comes with the added bonus of not having to care
about the underlying model formats.

Re: Capitalship tag for aircraft

Posted: 16 Feb 2008, 20:01
by Argh
Um, as soon as installer builds are available again, I'll test it more...

BTW, peeps... at least as of now, the old collision spheres are being used for the "radius" value for aircraft collision-avoidance... and whereever the center of the model is, that's the center of the objects created, so keep that in mind when setting up the scale...

Re: Capitalship tag for aircraft

Posted: 16 Feb 2008, 20:57
by Peet