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hit.vertex? #354043
01/14/11 23:43
01/14/11 23:43
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Ich habe ein Terrain, 60x30 Vertices, und benutze SCAN_TEXTURE, um hit.vertex auszulesen. Die (x-)Richtung scheint jedoch auf 32 Vertices begrenzt zu sein, gehe ich bspw. auf der ersten (y = 1) Zeile von x-Vertices entlang, so wird mir Vertex 33 als 1 angezeigt usw.

Click to reveal..
Code:
///////////////////////////////
#include <acknex.h>
#include <default.c>
///////////////////////////////


VECTOR temp;
var i;

action terrain() {
	while(1) {
		for(i = 0; i < ent_status(my,0); i++) { // 
			CONTACT* c = ent_getvertex(my,NULL,i);
			vec_set(temp,c.x);
			if(vec_to_screen(temp,camera)) {
				draw_text(str_printf(NULL,"%d",(int)(i+1)),temp.x,temp.y,COLOR_WHITE);
			}
		}

		wait(1);
	}
}

void main() {
	fps_max = 60;
	video_mode = 11;
	level_load(NULL);
	me = ent_create("ter1.hmp",nullvector,terrain);
	camera.z = 100;
	camera.tilt = -50;
	mouse_mode = 4;
	mouse_range = 9999;
	while(1) {
		vec_set(temp,mouse_dir3d);
		vec_scale(temp,mouse_range);
		vec_add(temp,mouse_pos3d);
		c_trace(mouse_pos3d,temp,IGNORE_MODELS | SCAN_TEXTURE);
		
		
		if(trace_hit) {
			draw_point3d(target,COLOR_RED,50,2);
			CONTACT* c = ent_getvertex(me,NULL,hit.vertex);
			draw_point3d(c.x,COLOR_BLUE,150,2);
		}	
		DEBUG_VAR(hit.vertex,500);
		wait(1);
	}
}



Übrigens, die Decal-Schatten funktionieren seit v8.10.1 nicht mehr richtig (EDIT: Umstände sind mir noch nicht ganz klar, vllt nur bei Block-Untergrund), sie verdecken kleine bis sehr große Teile des eigenen Modells (shadow_mode |= IGNORE_MODELS; bewirkt keinen Unterschied).

Last edited by Superku; 01/16/11 01:46.

"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: hit.vertex? [Re: Superku] #354058
01/15/11 08:52
01/15/11 08:52
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
User
flits  Offline
User
F

Joined: Jul 2007
Posts: 959
nl
maby it has somthing to do with terrain_chunk

terrain_chunk = 0;


"empty"
Re: hit.vertex? [Re: flits] #354067
01/15/11 11:44
01/15/11 11:44
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
You're right, that's of course the reason for my (first) problem. But is there an easy way to get the vertex number without disabling terrain chunking?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: hit.vertex? [Re: Superku] #354079
01/15/11 14:39
01/15/11 14:39
Joined: Apr 2010
Posts: 172
W
wdlmaster Offline
Member
wdlmaster  Offline
Member
W

Joined: Apr 2010
Posts: 172
not tested, but should work (assuming that a terrain chunk is 32*32):
Code:
hit.chunk * 1024 + hit.vertex;



Re: hit.vertex? [Re: wdlmaster] #354085
01/15/11 15:14
01/15/11 15:14
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Thanks but that won't do the trick. The first 32 vertices belong to the first chunk, the next 28 to the second chunk (sums up to the first row of the original terrain) and so on.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: hit.vertex? [Re: Superku] #354272
01/17/11 13:06
01/17/11 13:06
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Correct. You need to consider the chunks. Use ent_getvertex, that does this already.

Re: hit.vertex? [Re: jcl] #354352
01/17/11 22:06
01/17/11 22:06
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Stimmt, ich benutze bereits ent_nextvertex für andere Dinge, hätte ich auch so darauf kommen können. (Kann also geschlossen oder verschoben werden.)


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends

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