Page 2 of 5

Re: Year of the Tiger

Posted: Sat Mar 05, 2011 9:25 pm
by karx11erx
Ok, I will use that level then. Thx.

Re: Year of the Tiger

Posted: Sat Mar 05, 2011 11:21 pm
by karx11erx
I have fixed the disappearing object bug, but the fix will only be activated at advanced collision handling, and may come at a cost (check all objects in invisible segments whether they extend into a visible one).

The level still doesn't work. The rock object is too huge and D2X-XL hitbox collision method still too coarse for it.

Re: Year of the Tiger

Posted: Sun Mar 06, 2011 3:14 am
by Sirius
Yeah, I'm going to try to make the rock out of cubes. I thought this way might be worth a try, but if it's not going to work, it's not going to work.

Re: Year of the Tiger

Posted: Thu Mar 31, 2011 9:17 am
by Sirius
The rock is now made out of cubes, plus some other details that were looking iffy otherwise, and I even built all the stairs. Pretty much just leaves some pillars and fill-in blocks that are (hopefully) relatively well-handled by plain old bounding-box collision detection. Also means I can start texture mapping now, which will probably take a great deal of time in its own right. What I'd give for some decent procedural rock textures... no alignment required (theoretically), no seams or stretches... but practically no game engine (D2 included) supports them either, so there goes that idea.

Re: Year of the Tiger

Posted: Thu Mar 31, 2011 9:32 am
by Pumo
:O so you're making some stairs on the level?
I would really like to see that! :bounce:

Can't wait to see the level finished. :D

Re: Year of the Tiger

Posted: Thu Mar 31, 2011 11:03 am
by karx11erx
Sirius,

by default Descent uses bounding spheres for collision detection, and the spheres used are the smallest spheres enclosing the object. So if you make an object that is a long, thin pillar, the sphere will have the radius of half the pillar's length.

I could however add a parameter to per level ini files enforcing bounding box collision handling - this would however mean that many robots would be significantly harder to hit.

Re: Year of the Tiger

Posted: Thu Mar 31, 2011 5:21 pm
by Sirius
I guess that would be acceptable here Diedel - the level doesn't have robots (well, I could add them, and then Alter-Fox would have some interesting target practice I suppose :mrgreen:) ... most of the sites of the pillars will be slightly outside the playable area but that probably doesn't mean people won't run into them.

P.S. It would make other people harder to hit as well, wouldn't it? Hmm. Well, there is some height to these ships - it's probably worth it...

Re: Year of the Tiger

Posted: Thu Mar 31, 2011 5:56 pm
by karx11erx
Yeah, multiplayer would be harder too. In other words: It definitely separate the wheat from the chaff: Good players will still hit, and bad players will hit even less than before. :mrgreen:

Re: Year of the Tiger

Posted: Sat Apr 02, 2011 9:31 pm
by karx11erx
Add a new per mission/per level configuration parameter '-collision_model {0|1}', 0: hit spheres (Descent standard), 1: hit boxes (D2X-XL advanced).

Re: Year of the Tiger

Posted: Tue May 17, 2011 10:26 am
by Ben K
What's the object triangle count limit for this level?

Re: Year of the Tiger

Posted: Tue May 17, 2011 4:21 pm
by Sirius
Not sure there is one, strictly speaking, it's more an out-of-place-or-not thing. Probably be able to get away with 500ish.

Re: Year of the Tiger

Posted: Wed May 18, 2011 10:20 am
by Ben K
Currently I have a mesh of just over 300 triangles, so provided the texture winds up looking alright it's well under that count.

Re: Year of the Tiger

Posted: Mon May 30, 2011 12:54 am
by Sirius
What's the maximum draw distance for skyboxes? Having trouble finding something that renders properly.

Re: Year of the Tiger

Posted: Mon May 30, 2011 12:59 am
by karx11erx
The segments should be max 400x400x400. The total distance in any direction should not exceed 32767 units.

Re: Year of the Tiger

Posted: Mon May 30, 2011 1:06 am
by Sirius
...I see. I had a single 10000x10000x10000 cube, although even at 1k*3 it had some clipping. I guess I'll have to try subdividing it.