Multiple worldboxes [message #373748] |
Fri, 27 February 2009 05:37 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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Is it possible? This would allow vtol aircraft to have a box for their wings and body instead of one big one that covers several cubic meters of air around them.
Seeing as blue-hell will be supposedly fixed by TT, then balls/round objects could be made crudely using a few boxes.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Multiple worldboxes [message #373774 is a reply to message #373748] |
Fri, 27 February 2009 08:17 |
Genesis2001
Messages: 1397 Registered: August 2006
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General (1 Star) |
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afaik, AR uses multiple world boxes for some of their units. Not sure which, but I've heard they're using more than one world box. (I believe they call it "fake world box" lol)
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Re: Multiple worldboxes [message #373775 is a reply to message #373764] |
Fri, 27 February 2009 08:21 |
Reaver11
Messages: 888 Registered: April 2007
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Colonel |
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ErroR wrote on Fri, 27 February 2009 08:53 |
madrackz wrote on Fri, 27 February 2009 16:02 | You could try it with name "Worldbox.00" or "Worldbox.01" and then link it how it should be
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But i think that if you do so then ren would think it's a LOD
P.S: do world boxes have to be well.. boxes? can it be reshaped?
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No not necesarly. The old gdi beta harvester has a copy of the whole unit but then just a bit bigger and is called worldbox.
It does have to be one mesh if I am correct.
Only thing is I believe it is way more glitchy than the simpel box. Since calculating two boxes that colide is way faster and easier than two complex shape colliding.
That harvester works ingame I have never tested it any further on any other unit. The thing is why do you want a complex worldbox for ren since most units are already boxes themselfs
(That harvester is in the renassets or the one of the command mod)
Edit: @ zack hmm never knew that lol
[Updated on: Fri, 27 February 2009 08:22] Report message to a moderator
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Re: Multiple worldboxes [message #373784 is a reply to message #373781] |
Fri, 27 February 2009 09:07 |
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rrutk
Messages: 617 Registered: June 2007
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Colonel |
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I made worldboxes with the exact shape of vehicles, kirov e.g.
Renegade doesnt accept the shape of worldboxes, they are handled like one big cube. dont know why...
It's ONE (1) box:
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Attachment: wb.jpg
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[Updated on: Fri, 27 February 2009 09:08] Report message to a moderator
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Re: Multiple worldboxes [message #373805 is a reply to message #373748] |
Fri, 27 February 2009 11:00 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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General (1 Star) |
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There's a reason it's called the worldbox, and not worldboxes and/or worldconvexhull; Renegade's dynamic physics work off of the boxes.
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Re: Multiple worldboxes [message #373845 is a reply to message #373748] |
Fri, 27 February 2009 15:58 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
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General (1 Star) |
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Jerad is right about the mesh to worldbox conversion - it takes the furthest vertices on all planes (x y z and -x -y -z) to make the sides of the worldbox.
The fact Renegade uses boxes is to simplify collisions. Image blue hell every-time you drove into a wall due to the fact every polygon in your vehicle collides.
Different-shaped worldboxes would be difficult without the source-code, but the ability to have multiple world-boxes should be easier and do just as nearly as much.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Multiple worldboxes [message #373876 is a reply to message #373845] |
Fri, 27 February 2009 20:43 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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General (1 Star) |
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Dthdealer wrote on Fri, 27 February 2009 17:58 | Jerad is right about the mesh to worldbox conversion - it takes the furthest vertices on all planes (x y z and -x -y -z) to make the sides of the worldbox.
The fact Renegade uses boxes is to simplify collisions. Image blue hell every-time you drove into a wall due to the fact every polygon in your vehicle collides.
Different-shaped worldboxes would be difficult without the source-code, but the ability to have multiple world-boxes should be easier and do just as nearly as much.
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Should be, but in all honesty support for multiple world boxes is just as "easy" as support for convex hulls.
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Re: Multiple worldboxes [message #373881 is a reply to message #373876] |
Fri, 27 February 2009 22:14 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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Saberhawk wrote on Sat, 28 February 2009 14:43 |
Dthdealer wrote on Fri, 27 February 2009 17:58 | Jerad is right about the mesh to worldbox conversion - it takes the furthest vertices on all planes (x y z and -x -y -z) to make the sides of the worldbox.
The fact Renegade uses boxes is to simplify collisions. Image blue hell every-time you drove into a wall due to the fact every polygon in your vehicle collides.
Different-shaped worldboxes would be difficult without the source-code, but the ability to have multiple world-boxes should be easier and do just as nearly as much.
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Should be, but in all honesty support for multiple world boxes is just as "easy" as support for convex hulls.
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The ability to check if or re-create meshes convex would cause many bugs especially if vertices are not attached or some other minor problem exists.
I Think the real problem would be making the W3d engine calculate collision for more than one face per colliding face, as it probably only calculates collision for one world-poly to one world-box side.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Multiple worldboxes [message #373887 is a reply to message #373881] |
Fri, 27 February 2009 23:16 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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General (1 Star) |
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Dthdealer wrote on Sat, 28 February 2009 00:14 |
Saberhawk wrote on Sat, 28 February 2009 14:43 |
Dthdealer wrote on Fri, 27 February 2009 17:58 | Jerad is right about the mesh to worldbox conversion - it takes the furthest vertices on all planes (x y z and -x -y -z) to make the sides of the worldbox.
The fact Renegade uses boxes is to simplify collisions. Image blue hell every-time you drove into a wall due to the fact every polygon in your vehicle collides.
Different-shaped worldboxes would be difficult without the source-code, but the ability to have multiple world-boxes should be easier and do just as nearly as much.
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Should be, but in all honesty support for multiple world boxes is just as "easy" as support for convex hulls.
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The ability to check if or re-create meshes convex would cause many bugs especially if vertices are not attached or some other minor problem exists.
I Think the real problem would be making the W3d engine calculate collision for more than one face per colliding face, as it probably only calculates collision for one world-poly to one world-box side.
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Not really, convex hull calculation takes a "vertex soup" and calculates the convex hull for that group of vertices. Small mesh problems can easily be automatically found and handled...
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Re: Multiple worldboxes [message #374452 is a reply to message #374377] |
Mon, 02 March 2009 12:56 |
Genesis2001
Messages: 1397 Registered: August 2006
Karma: 0
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General (1 Star) |
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EvilWhiteDragon wrote on Mon, 02 March 2009 07:32 |
rrutk wrote on Mon, 02 March 2009 14:55 | but attention, gameplay change. it will become more difficult to squeeze someone, e.g. with a heli.
but i would like convexhulls.
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Then again, you would also be able to fly lower, and the sidepods would also be able to hit the person.
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It'd be cool if you could shred their body with the rooters or whatever you call them
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Re: Multiple worldboxes [message #374534 is a reply to message #373748] |
Mon, 02 March 2009 21:42 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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This would just be an added feature, and would not be enforced on the existing renegade-model world-boxes as theirs are normal boxes.
The aim of this is to allow modders better control of object collision, namely for aircraft.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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