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Re: Terrain collision detection sux0rz. Help appreciated #7561
12/10/01 05:07
12/10/01 05:07

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HEHEHE who out there rembers 3.7 version , man has this gotten a lot easier.

Re: Terrain collision detection sux0rz. Help appreciated #7562
12/10/01 06:28
12/10/01 06:28

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so, it looks like i'm going to have to upgrade to A6 when it come out, and if they have fixed all the bugs and added more stuff to the 3d engine to help it cope with outdoor levels.

Re: Terrain collision detection sux0rz. Help appreciated #7563
12/12/01 11:12
12/12/01 11:12

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hey
I tried to use the doubling terrain technique, and had some positive results - but this would not help me in the long run, since I need to place houses and other map entities ON the terrain.. So.. I am trying to come up with a compromise to use terrains effectively..

Create a full size 1024/1024 greyscale and 2048/2048 skin. On the greyscale, make sure your lowest level (black) isnt extremelly close to other elevations in height- this allows you to have room to put in a BSP ground plate (your terrain is huge so you will have to probably split up your ground plate into 40 or so equal pieces).. Use your terrain for anything that involves slopes, hills and mountains. Use the double up effect (creating a second terrain, making it invisible and placing it slightly above your other terrain) to improve collision detection. For other things such as beaches and river beds, you might want to use blocks in WED. Terrain is also very useful for stuff you cant get to.. IE instead of putting in a background image on your sky when outdoors, just make it so that terrain covers such angles instead. Much more realistic.

Few bad points about this method?

-Good luck trying to match your ground plate texture with a nice transition to the skin you drew for your terrain.

-Terrain doesnt recieve or cast shadows, so your player will have a shadow on anything except terrain (not a good visual effect)

-Terrain still has questionable collision detection. for stuff like background terrain like I just mentioned, just section that off using invisible blocks. But dont be surprised to find a few (if not several) parts of your terrain are soft.

-

Any thoughts on a better method? Am I doing something horribly horribly wrong or what?

There's got to be a way to have fully functional terrain without the use of any ground plates or blocks for outdoor scenery.


Re: Terrain collision detection sux0rz. Help appreciated #7564
12/19/01 13:56
12/19/01 13:56

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Have to bump this thread (forgive me)

I think one of you has the answer. IM ONTO YOU. Out with it already

Seriously though, If any of you has any help to offer me I'd be most appreciative.. Or maybe we could get a response from Doug on this one ?

wishful thinking, I suppose...


Re: Terrain collision detection sux0rz. Help appreciated #7565
12/20/01 05:00
12/20/01 05:00
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
We are improving the terrain collision detection in the next public beta (5.153). Make sure to download this and test it as soon as you can.


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: Terrain collision detection sux0rz. Help appreciated #7566
12/22/01 09:42
12/22/01 09:42

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Any idea as to when and where I can download this upcoming beta?

Re: Terrain collision detection sux0rz. Help appreciated #7567
02/12/02 13:04
02/12/02 13:04
Joined: Feb 2002
Posts: 278
NY, USA
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Vol Offline
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Joined: Feb 2002
Posts: 278
NY, USA
Sorry, but I had to bump this old thread to find out how everyone made out.

Well? [Smile]

Re: Terrain collision detection sux0rz. Help appreciated #7568
02/12/02 14:49
02/12/02 14:49

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i dont get why everyones terrain is coming out jagged... mine comes out perfectly smooth... but to conserve space... i dont make mine too big... i dont think that there can be a maximum size... cuz to test i made one that was 10000+ by 10000+ and it worked in wed and med... and it was huge and rolling... but the terrain was 30+ mb... but i guess most terrains are over that much...

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