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Issues with features

Posted: 19 Mar 2006, 09:43
by LathanStanley
This is basically a list of things I'd like to see implemented into the spring engine, for features, from most important to least important

a- reclaimability... all features are 100% reclaimable, regardless of the tags that are set... that needs fixing...

b- transparencies... missing? maybe use a specific color, say, cyan, as a full 100% transparent color, or use the alpha channel, but as I understand the alpha is for teamcolors... but features don't use teams... make it an exception??

c- this is a loooong shot, but the collision detection, needs rewworking, vertical "collums" of the "footprint" for collision detection, just isn't working for the larger features... say mesh collision detection? it wouldn't take much to generate simple mesh objects ~30 faces of not less for almost every object, and generate a "semi-accurate" collision detection..

d- the ability to walk, drive, build, and do whatever, ON TOP of features... (I.E.) so I can make bridges! this would require a mesh collision detection however.. :P add a non-passable, non-reclaimable tag "map object" or something, that would make it literally part of the map... it would make space stuff easier too... (this, I understand may take a VERY long time)

e- the fov for the draw on the larger features needs to be increased... say linerally with footprint size... as when you make something REALLY big, and turn the screen, it will disappear from sight, before its off the screen...
(I also understand that changing this will have a LARGE impact on FPS and quite possibly, may not even be possible...)

those are just my observations as of now, if I find more, I'll add them to the list....

-Lathan

Posted: 19 Mar 2006, 13:21
by SwiftSpear
d basicly can't happen right now, the pathfinding engine won't work with that kind of a thing. c I'd really prefer to be done with hitboxes. You really don't need a 30 poly mesh to hit determine a patch of trees. Hitboxes would do fine.

Posted: 19 Mar 2006, 14:41
by LathanStanley
SwiftSpear wrote:d basicly can't happen right now, the pathfinding engine won't work with that kind of a thing. c I'd really prefer to be done with hitboxes. You really don't need a 30 poly mesh to hit determine a patch of trees. Hitboxes would do fine.
no, not nessicarially no....

but if you wanna do some LARGE irregular shaped object, that curves, and you can walk under it... etc.. I.E. walk under huge tree roots...

the current system is not working... and hitboxes run hand in hand with collision boxes from what I understand...

Posted: 20 Mar 2006, 03:53
by SwiftSpear
You can have multiple hitboxes on one entity every other place I've seen them used... Spring doesn't need the hit precion that most FPS do but the majority of FPS still use hitboxes.

Posted: 20 Mar 2006, 04:18
by SinbadEV
You Can Cheat... make a passable feature and then make multiple invisible features that overlap it... I think hit-boxing is the way to go however...

Re: Issues with features

Posted: 20 Mar 2006, 10:55
by NOiZE
LathanStanley wrote: b- transparencies... missing? maybe use a specific color, say, cyan, as a full 100% transparent color, or use the alpha channel, but as I understand the alpha is for teamcolors... but features don't use teams... make it an exception??
Texture 2 still has channels left, perhaps use that alpha channel?

Also it would be nice if features could hav scripts :-)

Posted: 23 Mar 2006, 01:11
by LathanStanley
F- lights for features.... I.E. if I want to add a source light object like a glow on tiberium for example, or say streetlights, etc... that would be REALLY nifty, how to do it, is beyond me, or how to implement... if it can be done, I'd enjoy using them.. :wink:

if not, meh, just add it to the wishlist...

I really think it would be cool though... maybe, even add it to units... :shock: lights on units? hmmmm... the possiblities... :-)
(/ignore fps consequence) :P