1 registered members (AndrewAMD),
691
guests, and 7
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: "Destructable Dirt" As in Liero
[Re: HeelX]
#179434
01/24/08 02:59
01/24/08 02:59
|
Joined: Oct 2003
Posts: 2,194 Saturn
Metal_Thrasher
OP
Expert
|
OP
Expert
Joined: Oct 2003
Posts: 2,194
Saturn
|
Quote:
Pixel instructions on bitmap tiles.
That would work well, although, I'm not sure how I would handle collision between that and 3d or even 2d objects.
Quote:
I just had a similar (or the same?) idea as ready's friend had:
you have one huge block. floating above it, there's a terrain, that is straight. when moving forward or shooting, you move the affected vertecies back behind the block, so that the block's visible at these places...
?
Micha
I think you and ready's friend have very good ideas. I like this one alot. Except for one problem being that you can't, at least the last time I checked, tilt a terrian so that it's on it's side. but, on the other hand I could probably creat a terrain that is very verticle, like 89ish degrees upward. Hmm, what do you guys think? In the mean time I'll try this.
-Johnny Thrash
|
|
|
Re: "Destructable Dirt" As in Liero
[Re: Metal_Thrasher]
#179437
01/26/08 04:17
01/26/08 04:17
|
Joined: Oct 2003
Posts: 2,194 Saturn
Metal_Thrasher
OP
Expert
|
OP
Expert
Joined: Oct 2003
Posts: 2,194
Saturn
|
I had the idea that I could, just use the terrain and still have it laying across "the ground". but give the illusion that it's straight up and down. But that might get tricky with the physics engine. And more ideas out there?
-Johnny Thrash
|
|
|
Re: "Destructable Dirt" As in Liero
[Re: Metal_Thrasher]
#179438
01/26/08 20:05
01/26/08 20:05
|
Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
|
Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
|
...well you can always change the direction of gravity for physics, so that won't be a problem. However, I don't think physics will react to the new deformations.
xXxGuitar511 - Programmer
|
|
|
Re: "Destructable Dirt" As in Liero
[Re: lostclimate]
#179440
01/27/08 00:16
01/27/08 00:16
|
Joined: Oct 2003
Posts: 2,194 Saturn
Metal_Thrasher
OP
Expert
|
OP
Expert
Joined: Oct 2003
Posts: 2,194
Saturn
|
Well what if I made the terrain a physics object it self. PH_POLY. would it work then?
-Johnny Thrash
|
|
|
Re: "Destructable Dirt" As in Liero
[Re: xXxGuitar511]
#179442
01/27/08 02:46
01/27/08 02:46
|
Joined: Oct 2003
Posts: 2,194 Saturn
Metal_Thrasher
OP
Expert
|
OP
Expert
Joined: Oct 2003
Posts: 2,194
Saturn
|
Even using this?: Code:
ent_fixnormals (my, my.frame); // recalculate the normal vectors, not really needed I dont understand why it wont work like that?
-Johnny Thrash
|
|
|
Re: "Destructable Dirt" As in Liero
[Re: Metal_Thrasher]
#179443
01/27/08 19:08
01/27/08 19:08
|
Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
|
Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
|
thats just the normals, you'd need:
c_updatehull(ENTITY* ent, var frame)
"Recalculates collision hulls for the given entity to match the vertex positions of a certain frame (starting at 1 for the first frame). Call this function when you need the collision hull of a certain frame, or when you have applyied mesh manipulation functions to a frame. "
xXxGuitar511 - Programmer
|
|
|
|