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Re: ent_setvertex and c_trace
[Re: Widi]
#317398
03/31/10 10:59
03/31/10 10:59
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Joined: Dec 2003
Posts: 1,225 germany
gri
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,225
germany
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...
I think first, c_updatehull only update the boundingbox ... hi, thats right and it works because your terrain's bounding box is not a simple cube - its polygon collsision. ,gri
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
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Re: ent_setvertex and c_trace
[Re: Widi]
#317451
03/31/10 19:13
03/31/10 19:13
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Joined: Dec 2003
Posts: 1,225 germany
gri
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,225
germany
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hi,
sadly I did my digging experiences with ent_setvertex with a single terrain only.
Try to follow your trace-ray with an particle and draw a single point at the hit position like ...draw_point3d(temp,vector(0,0,255),100,3);. So you can be shure the trace works right.
Does it happen when you "stand" upon terrain_A and trace into terrain_B?
Where do you declare the Contract struct? ...CONTACT* c = ent_getvertex(Eterr,NULL,i);
If you do it inside a function, maybe in a while-loop? So dont forget to release the pointer after using. Better declare it outside as global.
regards, gri
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
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Re: ent_setvertex and c_trace
[Re: gri]
#317463
03/31/10 19:50
03/31/10 19:50
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Joined: Aug 2007
Posts: 1,922 Schweiz
Widi
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Serious User
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OP
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Joined: Aug 2007
Posts: 1,922
Schweiz
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Trace works right, checked already with drawline. Have only one terrain and a free Camera code that is attachet to a Dummy entity. No more entities. (it is a editor for deform a terrain that i want to do).
The Contact struct is ok too
CONTACT* c = ent_getvertex(my,NULL,dt_vertex_nr); c.v = NULL; vec_for_ent (c.x, my);
But no Problem, i can work only with unchunked Terrains. Thanks
EDIT: I see now in the Bugforum that there is a bug with ent_setvertex and chunked terrain.... ent_setvertex sometimes left 'gaps' in chunked terrain (fixed in 7.81.8)
Last edited by Widi; 04/01/10 04:49.
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