Author Topic: Making Leaves walk throughable  (Read 2972 times)

Vakachehk

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Making Leaves walk throughable
« on: August 06, 2010, 12:13:00 pm »
Well I have gotten stuck in trees, with there branches so hard to see.
I think you should be able to walk through the leaves part but not the solid tree or branch. It is realistic since you can walk through the leaves of a tree.

What do you all think?
You maybe roleplaying but you could still be OOC.

LigH

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Re: Making Leaves walk throughable
« Reply #1 on: August 06, 2010, 01:56:19 pm »
Yes, would be more realistic.

But ... probably hard to implement?! So far I believe only complete meshes can be defined as solid or not. Might mean to split the whole tree into a solid branch mesh and a virtual leaves mesh?

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Trikitiger

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Re: Making Leaves walk throughable
« Reply #2 on: August 06, 2010, 02:59:09 pm »
Yes, would be more realistic.

But ... probably hard to implement?! So far I believe only complete meshes can be defined as solid or not. Might mean to split the whole tree into a solid branch mesh and a virtual leaves mesh?

If the game's engine works like the Unity engine, then yeah, you can only make 1 mesh either solid or not. However, you can split the meshes of the two things and make it work fine, either that or just put a collider around the tree manually in the desired 3D program that only covers the center of the tree. There's quite a few ways that it can be done, and I only named two (manual collider and splitting the mesh).

BTW, when I say collider, I mean a collision box. The collision box can be any shape as long as it isn't concave.

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LigH

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Re: Making Leaves walk throughable
« Reply #3 on: August 06, 2010, 03:19:49 pm »
Well -- somehow I feel like Talad has many more much more urgent map issues to fix already. ;)

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Geoni

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Re: Making Leaves walk throughable
« Reply #4 on: August 06, 2010, 03:21:47 pm »
You could...guess what...roleplay ducking under branches, or pushing them out of your way.


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RlyDontKnow

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Re: Making Leaves walk throughable
« Reply #5 on: August 06, 2010, 04:01:18 pm »
it's already planned, however it may take a while till it's actually done.

Trikitiger

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Re: Making Leaves walk throughable
« Reply #6 on: August 06, 2010, 09:26:52 pm »
it's already planned, however it may take a while till it's actually done.

It could be closer to being done had there... I dunno... been an extra 3D modeler ready to go and had their 'application' in the contributer site also ready to go.

I'm Kurora on the IC server. Don't get upset about her attitude, that's just how she is. I'm not really like that X3

Earowo

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Re: Making Leaves walk throughable
« Reply #7 on: August 07, 2010, 02:46:27 am »
Well -- somehow I feel like Talad has many more much more urgent map issues to fix already. ;)
like the tree by the old oja platinum mine that is buried under a hill, or the several trees that are floating in mid-air :)
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Vakachehk

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Re: Making Leaves walk throughable
« Reply #8 on: August 07, 2010, 07:32:47 am »
I hate the trees by the campfire in BD I always just cut through and get stuck, since there is only 1 direction I can see the leaves its almost a habit lol.
You maybe roleplaying but you could still be OOC.

LigH

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Re: Making Leaves walk throughable
« Reply #9 on: August 07, 2010, 02:09:52 pm »
@ Earowo:

Do you play under Windows? -- It seems that the Windows builds rendered the heightmap surfaces too smooth. I think RlyDontKnow and/or weltall were able to fix that...

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Earowo

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Re: Making Leaves walk throughable
« Reply #10 on: August 07, 2010, 10:10:19 pm »
yeah i have windows XP, last time i SAW the trees, they were floating or buried, but it wasnt all of em, just some of em, and then there are the hills i can walk through :)
Dohmo: Please clean up your language immediately.
Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
Dohmo: Sorry I tried to e nice
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LigH

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Re: Making Leaves walk throughable
« Reply #11 on: August 08, 2010, 08:50:41 am »
There are two bugs: One which makes the near landscape one step too coarse, and another which makes distant landscape (rendered in an even more coarse resolution to save speed) not switch back to the finest resolution when getting closer.

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