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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 Offline OP
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Metal_Thrasher  Offline OP
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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] #179435
01/24/08 20:02
01/24/08 20:02
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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...you could use a model for this as well, then just find the closest vertice and move it back...


xXxGuitar511
- Programmer
Re: "Destructable Dirt" As in Liero [Re: xXxGuitar511] #179436
01/24/08 20:57
01/24/08 20:57
Joined: Oct 2003
Posts: 2,194
Saturn
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Metal_Thrasher  Offline OP
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Quote:

...you could use a model for this as well, then just find the closest vertice and move it back...



Yeah but I'm pretty sure that a model with the same amount of faces as a terrain would run slower...but I dunno, i could be wrong.


-Johnny Thrash
Re: "Destructable Dirt" As in Liero [Re: Metal_Thrasher] #179437
01/26/08 04:17
01/26/08 04:17
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Saturn
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Metal_Thrasher  Offline OP
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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
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xXxGuitar511 Offline
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...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
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Re: "Destructable Dirt" As in Liero [Re: xXxGuitar511] #179439
01/26/08 20:35
01/26/08 20:35
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lostclimate Offline
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lostclimate  Offline
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you could modify model files directly and then reload them, but that would be hard as hell to do.

Re: "Destructable Dirt" As in Liero [Re: lostclimate] #179440
01/27/08 00:16
01/27/08 00:16
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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: Metal_Thrasher] #179441
01/27/08 00:23
01/27/08 00:23
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xXxGuitar511 Offline
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...nope


xXxGuitar511
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Re: "Destructable Dirt" As in Liero [Re: xXxGuitar511] #179442
01/27/08 02:46
01/27/08 02:46
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Saturn
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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
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xXxGuitar511 Offline
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xXxGuitar511  Offline
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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
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