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Re: Aum48 [Re: Grimber] #47145
06/22/05 07:33
06/22/05 07:33
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
Thanks George and Grimbar,
Will keep plugging away at it.
Grimbar, got a quick reply on how to implement 'fixnormals'?
Everything else is within parameters, no variations there.
If you guys like and or have the time, I could PM you's a link to the level.
Cheers.

Re: Aum48 [Re: Nems] #47146
06/22/05 08:54
06/22/05 08:54
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
OK George, looks you you were right again.
I did a 68x68 terrain and paid attention to filling in the right value for the var and it works perfectly every time now.
Thanks for pointing it out.

Re: Aum48 [Re: Nems] #47147
06/22/05 09:03
06/22/05 09:03
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Just wanted to point out the solution for those of you that might be interested: "Maybe you have forgotten to change vertex_dist[1090] to a new value?". This is what I've asked Nemisis in an email.

Re: Aum48 [Re: Nems] #47148
06/22/05 09:09
06/22/05 09:09
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
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Grimber  Offline
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G

Joined: Sep 2003
Posts: 4,959
US
ent_fixnormal is easy to use. just after you deform the mesh you call the function and you just plug in a pointer to that terrain and the frame number ( which for most terrains unles animated is usualy frame1)

looking at georges AUM 8 code I would place it in the deform function
Code:

function deform(vertex_number)
{
vec_for_mesh(temp, terrain1, vertex_number);
vec_scale (temp, 0.7);
vec_to_mesh (temp, terrain1, vertex_number);
ent_fixnormals(my,my.frame);
}



it but should solve most NORMAL problems with the terrain

Re: Aum48 [Re: Grimber] #47149
06/22/05 09:35
06/22/05 09:35
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
Thanks grimbar, jumpman mentioned something about a hullupdate function so am researching that if I can find it.
Cheers again and will try the fix you gave as I cant intergrate the 'normal'fix I mentioned previously.

Re: Aum48 [Re: Nems] #47150
06/22/05 10:41
06/22/05 10:41
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
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Grimber  Offline
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G

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Posts: 4,959
US
seems like c_updatehull an updated version for use with the poly collision system

application of both seems identical. so depending on how your moving your entitys (c_move or ent_move) I'd give both a try.

Re: Aum48 [Re: Grimber] #47151
06/22/05 21:11
06/22/05 21:11
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
And out of them all, its the one that works for me .
My opponant drops as its land is shot out from underneath...coooool!!!

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