thats helpful
next time think before you post botternub...
Looking good hamster
DeadHamster's Collision Model Topic
- guysullavin
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- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
hey, can anyone guess who finished his collision plugins, allowing for unlimited collision editing of the log to any distance.
I'll give you a hint, it's DeadHamster.
The hidden value was the bounding radius under the "scenery" tag class.
So as of right now, the plugin allows you to make collision of any size, from tiny to gigantic.
soooooo, who wants? Anybody?
Oh, and as promised, the Collision Reports will be released. They'll be featured on a small free-site Im setting up, as will many of my downloads and any future releases for mods/plugins.
I'll give you a hint, it's DeadHamster.
The hidden value was the bounding radius under the "scenery" tag class.
So as of right now, the plugin allows you to make collision of any size, from tiny to gigantic.
soooooo, who wants? Anybody?
Oh, and as promised, the Collision Reports will be released. They'll be featured on a small free-site Im setting up, as will many of my downloads and any future releases for mods/plugins.
This is, as I said, absolutley bloody amazing. Not only have you found a way to edit collision models in a way which is 100 times better than the original, you've unlocked loads of cool features too!
For anybody still wondering where FTD has gone, here it is.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
there were a few under surfaces that said things like "breakable".
For that one I assumed it was grass, but setting it up was kind of awkward. It wasnt really a flag, which it shouldve been, but a numerical input. I assumed it would be identical to most, 0=off, 1=on, but it multiplied the input by 256, and entering 256 in my plugin made no noticable changes. the surfaces didn't break.
I'll try to check out other things and see anything interesting.
For that one I assumed it was grass, but setting it up was kind of awkward. It wasnt really a flag, which it shouldve been, but a numerical input. I assumed it would be identical to most, 0=off, 1=on, but it multiplied the input by 256, and entering 256 in my plugin made no noticable changes. the surfaces didn't break.
I'll try to check out other things and see anything interesting.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
When I said grass I meant glass.
And new question, anyone know what it is that determines when the game renders an object?
For example, if you don't look at scenery, the game determines if it's in the camera's FOV, and if it isn't doesn't render it, more efficient that way.
But, when remodeling something, it's original "boundaries" for the camera are still in place, and when not looking directly at the original it disappears, which sucks when you're walking on a large platform and suddenly "GASP, WHERE'D MY FLOOR GO AND WHY AM I FLYING?!??!!?".
I've looked and found something I thought was it, but it isn't. Anyone know what it is offhand, please say so. Until then I'll be looking.
And new question, anyone know what it is that determines when the game renders an object?
For example, if you don't look at scenery, the game determines if it's in the camera's FOV, and if it isn't doesn't render it, more efficient that way.
But, when remodeling something, it's original "boundaries" for the camera are still in place, and when not looking directly at the original it disappears, which sucks when you're walking on a large platform and suddenly "GASP, WHERE'D MY FLOOR GO AND WHY AM I FLYING?!??!!?".
I've looked and found something I thought was it, but it isn't. Anyone know what it is offhand, please say so. Until then I'll be looking.