Features, collision, scale and how it works/doesn't work.

Features, collision, scale and how it works/doesn't work.

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

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Features, collision, scale and how it works/doesn't work.

Post by smoth »

Ok, after much debate/discussion/testing these things are now known beyond argument or doubt.

s3o = collision sphere for weapons and model..? for movement.*
3d0 = collision via hitbox for movement and weapon collision*

Image

Show here is the s3o weapon collision. Note that the sphere is the only place it hits. This REALLY sucks. Tall features cannot work as a s30 :(. This is because of the collision sphere hit detection... so the height is not of importance. It was set though.

Here is a low shot:
http://cs.selu.edu/~ssmith/spring/screen086.jpg
here is a shot directly at the sphere:
http://cs.selu.edu/~ssmith/spring/screen087.jpg
and one through the top:
http://cs.selu.edu/~ssmith/spring/screen088.jpg
As far as the movement:
http://cs.selu.edu/~ssmith/spring/screen084.jpg

Image
here is our 3do weapon collision. As you can see any point in the model can bit hit! IT WORKS, it will hit any point from the footprint to the height(178)... or so I thought. Still aircraft can fly through and shots will hit weird if the terrain tilts the thing... but for your pleasure here are the images. showing the different hits.

Shooting the bottom:
http://cs.selu.edu/~ssmith/spring/screen089.jpg
Shooting the middle:
http://cs.selu.edu/~ssmith/spring/screen090.jpg
Shooting the top:
http://cs.selu.edu/~ssmith/spring/screen091.jpg

BUT WHEN IT IS TILTED BY THE TERRAIN!
it hits where the hit box would be if it were straight!
http://cs.selu.edu/~ssmith/spring/screen092.jpg
and where it is not.. there is none.
http://cs.selu.edu/~ssmith/spring/screen093.jpg


*both of which are super-ceded by aircraft pathing
If you do not believe me/want to see for yourself.

Here is my test map(utilizing noize's painted desert map

I recommend testing it with a unit that can fire HUGE distances.
The post is DONE! Feel free to reply now.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Yes thats how its supposed to work. Make the collision sphere huge and the foot print tight, it checks if its in both, using the sphere for speed.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Confirmed and acknowledged.

the sphere MUST include the entire model
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

I don't think that 3do features use a hitbox, rather they use the footprint.

Since a footprint never tilts, you get the crazy effects when one of the features is off axis.

That looks damn cool, regardless.
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