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Re: What's next? [Re: ello] #96809
01/10/07 12:19
01/10/07 12:19
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Posts: 1,619
Germany
i think decals should come next, they can be used for blood, selections, holes in walls, shadows, also it would possible to add dirt or blood direct to a model without to change the skin.
i cant understand why everybody is voting for more textures there are so many in the web, for free. and shadows on terrain would be possible with decals.

PS:there is a soft-shadow-shader in the aum if i am not wrong...

Last edited by Scorpion; 01/10/07 12:22.
Re: What's next? [Re: Scorpion] #96810
01/10/07 12:30
01/10/07 12:30
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
Quote:

i cant understand why everybody is voting for more textures there are so many in the web, for free. ...




nope its about using more than 8 texturestages i guess. but again, for what?

Re: What's next? [Re: ello] #96811
01/10/07 12:38
01/10/07 12:38
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Joined: Jan 2007
Posts: 1,619
Germany
what do you mean with texture stages?
i guess i dont know everything

Re: Improved collision detection [Re: Scorpion] #96812
01/10/07 13:19
01/10/07 13:19
Joined: Oct 2006
Posts: 26
SMichael Offline
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SMichael  Offline
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Joined: Oct 2006
Posts: 26
Thats my greatest wish,yes. I tested a lot in the past with different
entities and the result is that the collision detection is still jerky and poor.
If you use only simple objects like a box or a sphere then it might be enough
but with complex models the engine still has problems with stucking, jittering
entities.

Re: Improved collision detection [Re: SMichael] #96813
01/10/07 14:31
01/10/07 14:31
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Posts: 8,177
Netherlands
Do you mean the physics engine or normal collisions? Normal collisions work fine here.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Improved collision detection [Re: PHeMoX] #96814
01/10/07 14:40
01/10/07 14:40
Joined: Oct 2006
Posts: 26
SMichael Offline
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SMichael  Offline
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Posts: 26
I mean the normal collision. It is difficult to write the problems
the engine has, but I can show you a lot if that was possible.

Last edited by SMichael; 01/10/07 14:41.
Re: Improved collision detection [Re: SMichael] #96815
01/10/07 14:53
01/10/07 14:53
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Collision problems might be very much related to scripts off course, but at the moment I'm not experiencing much problems with it, except problems caused by my own buggy programming style. The physics engine on the other hand, is somewhat of a different story. Still, it's being worked on, no doubt.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Improved collision detection [Re: PHeMoX] #96816
01/20/07 00:32
01/20/07 00:32
Joined: Feb 2005
Posts: 324
laethyn Offline
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laethyn  Offline
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Joined: Feb 2005
Posts: 324
I've not updated in some time, so I don't know for certain if this has been implemented or not, but some sort of "target" function would be fantastic.

Something like

view 1stPerson
{
....
target = player;

}
or 1stPerson.target = player;

You get the idea.

This would be absolutely fantastic not only for views, but to point entities at other entities (ex. during combat, you set the player target to the monster, and the player constantly faces the target.

I realize this can be done via vec_to_angle et al. but having a .target handle the angles would be a lifesaver for a lot of people.


Read the manual, it's a good place to start learning ~ ulillillia
Re:Decals [Re: laethyn] #96817
01/30/07 16:40
01/30/07 16:40
Joined: Feb 2003
Posts: 195
slacker Offline
Member
slacker  Offline
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Joined: Feb 2003
Posts: 195
Could someone better explain decals - could this be used to simulate cast lights on the ground - could they be animated to sway, or?

Can't you now just place an alpha sprite, or would a decal affect all geo in the direction it is cast - like a projection shader?

Re:Decals [Re: slacker] #96818
01/31/07 13:37
01/31/07 13:37
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Joined: Jan 2007
Posts: 1,619
Germany
a sprite is always flat, a decal can be also around corners or fit to terrain-surfaces

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