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Multiple worldboxes [message #373748] Fri, 27 February 2009 05:37 Go to next message
Veyrdite is currently offline  Veyrdite
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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.


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Re: Multiple worldboxes [message #373762 is a reply to message #373748] Fri, 27 February 2009 07:02 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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You could try it with name "Worldbox.00" or "Worldbox.01" and then link it how it should be
Re: Multiple worldboxes [message #373764 is a reply to message #373762] Fri, 27 February 2009 07:53 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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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

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?
Re: Multiple worldboxes [message #373774 is a reply to message #373748] Fri, 27 February 2009 08:17 Go to previous messageGo to next message
Genesis2001
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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)
Re: Multiple worldboxes [message #373775 is a reply to message #373764] Fri, 27 February 2009 08:21 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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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

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?


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 Razz

(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]

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Re: Multiple worldboxes [message #373781 is a reply to message #373775] Fri, 27 February 2009 08:40 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Reaver11 wrote on Fri, 27 February 2009 08:21

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

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?


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 Razz

(That harvester is in the renassets or the one of the command mod)

Edit: @ zack hmm never knew that lol

From my testing (way in the past, it might have been 2 or 3 years ago now) it will reshape the world box as a square in game, the worldbox's sides will meet the furthest spot that the original mesh shape extended on the + and - XYZ axises. Never tried multiple worldboxes though, you should try as it would be interesting to find out if it works, and if it does, I have to go back and redo some work on some of my mods. >.>


Re: Multiple worldboxes [message #373784 is a reply to message #373781] Fri, 27 February 2009 09:07 Go to previous messageGo to next message
rrutk is currently offline  rrutk
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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:

index.php?t=getfile&id=9579&private=0



  • Attachment: wb.jpg
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[Updated on: Fri, 27 February 2009 09:08]

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Re: Multiple worldboxes [message #373804 is a reply to message #373748] Fri, 27 February 2009 10:55 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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It would be awesome if you could make one world box the shape of the vehicle.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Multiple worldboxes [message #373805 is a reply to message #373748] Fri, 27 February 2009 11:00 Go to previous messageGo to next message
saberhawk
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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.
Re: Multiple worldboxes [message #373845 is a reply to message #373748] Fri, 27 February 2009 15:58 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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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.


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Re: Multiple worldboxes [message #373876 is a reply to message #373845] Fri, 27 February 2009 20:43 Go to previous messageGo to next message
saberhawk
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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.


Should be, but in all honesty support for multiple world boxes is just as "easy" as support for convex hulls.
Re: Multiple worldboxes [message #373881 is a reply to message #373876] Fri, 27 February 2009 22:14 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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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.


Should be, but in all honesty support for multiple world boxes is just as "easy" as support for convex hulls.

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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Re: Multiple worldboxes [message #373887 is a reply to message #373881] Fri, 27 February 2009 23:16 Go to previous messageGo to next message
saberhawk
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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.


Should be, but in all honesty support for multiple world boxes is just as "easy" as support for convex hulls.

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.


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...
Re: Multiple worldboxes [message #373909 is a reply to message #373748] Sat, 28 February 2009 03:57 Go to previous messageGo to next message
Ghostshaw is currently offline  Ghostshaw
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I think multiple worldboxes would actually be harder as it would require treating one object as multiple (unless you treat the whole thing as convex anyhow).

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Re: Multiple worldboxes [message #374332 is a reply to message #373748] Mon, 02 March 2009 03:14 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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But you would have to use multiple world-boxes anyway as renegade uses boxes for collision.

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[Updated on: Mon, 02 March 2009 03:14]

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Re: Multiple worldboxes [message #374334 is a reply to message #373748] Mon, 02 March 2009 03:25 Go to previous messageGo to next message
Ghostshaw is currently offline  Ghostshaw
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Not if we switch to convex shapes for collisions, which is probably easier then attaching multiple worldboxes to one model.

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Re: Multiple worldboxes [message #374371 is a reply to message #374334] Mon, 02 March 2009 06:55 Go to previous messageGo to next message
rrutk is currently offline  rrutk
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but attention, gameplay change. it will become more difficult to squeeze someone, e.g. with a heli.

but i would like convexhulls.

[Updated on: Mon, 02 March 2009 06:55]

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Re: Multiple worldboxes [message #374374 is a reply to message #373748] Mon, 02 March 2009 07:23 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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I would really like Convex Hull. That would make it even more realistic Big Ups

http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg
Re: Multiple worldboxes [message #374377 is a reply to message #374371] Mon, 02 March 2009 07:32 Go to previous messageGo to next message
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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.

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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Re: Multiple worldboxes [message #374452 is a reply to message #374377] Mon, 02 March 2009 12:56 Go to previous messageGo to next message
Genesis2001
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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.

Then again, you would also be able to fly lower, and the sidepods would also be able to hit the person.



It'd be cool if you could shred their body with the rooters or whatever you call them Razz
Re: Multiple worldboxes [message #374476 is a reply to message #374452] Mon, 02 March 2009 14:36 Go to previous messageGo to next message
saberhawk
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Zack wrote on Mon, 02 March 2009 14:56

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.

Then again, you would also be able to fly lower, and the sidepods would also be able to hit the person.



It'd be cool if you could shred their body with the rooters or whatever you call them Razz


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Re: Multiple worldboxes [message #374534 is a reply to message #373748] Mon, 02 March 2009 21:42 Go to previous message
Veyrdite is currently offline  Veyrdite
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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.


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