Battlezone Universe

Battlezone Universe => Battlezone 2: 1.3 Public Beta 5.1 => Topic started by: Nielk1 on September 14, 2009, 11:45:28 AM

Title: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: Nielk1 on September 14, 2009, 11:45:28 AM
Talking to GSH a while ago he told me fog should now not make buildings disappear when their center passes the fog barrier. This means the poly count raise could be used for nice HUGE objects without fear of oddities.
Title: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: mrtwosheds on September 14, 2009, 04:21:46 PM
I always wanted HUGE objects  :-o
Well we can make the ground invisible nicely now, I have a nice 360 degree dome (sphere) with stars. So if I can figure out how to put an underside object under the terrain...(any ideas?) I could make a Dirigible Aeronauther map! or a starship or...
Some way of keeping the surface buildable, while being able to fall off the edge and see the underside.
Title: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: bb1 on September 14, 2009, 04:25:37 PM
tunnels with no walls  :evil:
Title: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: mrtwosheds on September 14, 2009, 04:36:16 PM
Can you build on top of tunnels?
Title: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: bigbadbogie on September 14, 2009, 05:00:07 PM
No, because they own the terrain.
Title: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: Warfreak on September 14, 2009, 05:11:41 PM
From my understanding, tunnels own terrain in order to work properly... so no.
Title: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: bb1 on September 14, 2009, 05:11:58 PM
Well, if you want to add Z Axis depth to your space mission... wouldn't be very effective though.
Title: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: bigbadbogie on September 14, 2009, 07:36:00 PM
Quote from: Warfreak on September 14, 2009, 05:11:41 PM
From my understanding, tunnels own terrain in order to work properly... so no.

And for collisions to work.
Title: Re: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: TheJamsh on September 15, 2009, 01:16:56 AM
One thing to bear in mind though, tunnels do NOT require a collision frame if you use ownsTerrain = 1.

I know this why? because i have a cliff side from CORE with four tunnel objects underneath. The cliff-side has the collision frame, while the tunnels have no such thing. Just setting ownsTerrain = 1 makes them work.
Title: Re: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: bb1 on September 15, 2009, 10:08:17 AM
Good find.
Title: Re: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: Nielk1 on September 15, 2009, 10:25:07 AM
When you don't add collisions you get phantom walls meters and meters and meters away from the structure, add collisions.
Title: Re: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: TheJamsh on September 15, 2009, 10:47:11 AM
dam... someone check my reactor wars map (once ive fixed it)
Title: Re: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: mrtwosheds on September 15, 2009, 01:55:56 PM
Don't really need it to collide, Just want to be able to make a map look like a 3d object and so you can still build bases on top of it, you will only see the underside if you fall off the edge towards the lethal invisible water, Ok maybe aircraft will fly into an invisible cliff if they try to go under it. A big plant class might do it, might be tricky getting the edges to line up.
Title: Re: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: General BlackDragon on September 15, 2009, 03:31:43 PM
Quote from: Nielk1 on September 15, 2009, 10:25:07 AM
When you don't add collisions you get phantom walls meters and meters and meters away from the structure, add collisions.

I never encountered that
Title: Re: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: bb1 on September 15, 2009, 05:00:17 PM
Can part of the terrain be invisible or is it all-or-nothing?
Title: Re: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: General BlackDragon on September 15, 2009, 06:22:56 PM
the "terrain" object on the model? I suppose if you alpha the texture it could be part.
Title: Re: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: mrtwosheds on September 15, 2009, 07:35:53 PM
Quote
- Fix for mantis #1975. Added, to .trn files:
[Texture]
InvisibleTexture = "" // texturename w/o extension, e.g. "mire" instead of "mire.tga"

  If this entry is specified, any terrain chunk w/ that texture set
on it will not be drawn at all. Skipping a rendering call to DX9 is
*FAR* more efficient that "drawing" an all-alpha'd out texture, and
should help avoid some exploits. Tested w/ this set to "mire" on
bridges2i.bzn; remember to omit any and all texture extension.
Title: Re: Large objects, tunnels, etc Was Re: 1.3 Public Beta 5.1 released
Post by: bb1 on September 16, 2009, 08:07:55 AM
This could be good if you wanted to make a DLL assisted map split half land battle, half space. Keep the radar key from being used (only if the minimap shows half black, half whatever. Shows what I know.) and have a bunch of ships taking off to escape some whatever, DLL transport to the space half of map and let the aircraft class epic battle begin!