about the buildables

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about the buildables

#1 Post by red » Tue Jun 01, 2010 4:33 pm

personally i think a good idea for new buildables would be something like a bridge/ plank but instead of laying down it stands up like a wall.

also since this is mainly a building server maybe make a flying granger type of thing like the spitfire from korx except it can fly. so u can build straight up

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#2 Post by Rotacak » Tue Jun 01, 2010 5:17 pm

Sadly, non-square wall is not possible.

Flying granger no, I dont want to change much basic tremulous behavior. But new flying aliens yes, I planning to add my own "Comar" :) but it is only in plans.

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#3 Post by red » Tue Jun 01, 2010 9:06 pm

no it would be exactly the same as the regular bridge/ plank except instead of lying flat it would stand up on the thin side and be tall instead of short XD

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#4 Post by Rotacak » Tue Jun 01, 2010 9:33 pm

It will not be square from top view.

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#5 Post by red » Wed Jun 02, 2010 5:18 pm

it would look like this except it would be the same design as the plank/ bridge

Image

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#6 Post by Quarko » Thu Jun 03, 2010 10:12 am

Ok, I'll try to explain it.
Quake3 engine is very very limited. It can only render square objects because of stupid collision detection algorithm.
Each object has it's coordinates, one length and one height.
For example brick could have 40cm width, 40cm length and 20cm height. But it CANT have 20cm width and 40cm length - as it is only one property of object, not 2 of them.
So as long as an object is similar to a square - you can do it. If it is not a square at all - you cant.

P.S. Bricks are squares too, that's why you can build walls without visible connection between bricks (they hover few cm one from the other).

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#7 Post by red » Thu Jun 03, 2010 7:48 pm

how many times do i have to say this it would be exactly the same as the plank except it would be used as a wall instead of a bridge. it would be the exact same shape except the height would be increased substantially whole the length and width would be decreased substantially allso

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#8 Post by Quarko » Thu Jun 03, 2010 9:17 pm

Omfg...
Please read this part carefully:
For example brick could have 40cm width, 40cm length and 20cm height. But it CANT have 20cm width and 40cm length - as it is only one property of object, not 2 of them.
There are no width's or length's. There are only "horizontal size" and "vertical size" of the object. If horizontal-size is 10meters - the object will be 10x10 meters. If horizontal-size is 1cm - the object will be 1x1cm. Moreover - you can't rotate objects. The tube built on the wall remains same size, only texture is rotated so it seems like acid tube is rotated. But actually it's same 1x1meter square with 1meter height object.

Well, If you do not understand this explanation, then I will finally give up...

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#9 Post by ani » Fri Jun 04, 2010 5:19 pm

but what about the tree ?
i mean we could do a "part of wall" with size like force-field in tremX

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#10 Post by Quarko » Fri Jun 04, 2010 5:55 pm

What about tree? There are horizontal size of an object and vertical size of an object. Tree has... lets say 1 meter horizontal size and 10 meters vertical size. So it's a 10 meter height square.

Didn't play tremX so don't know what kind of force field is there.

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#11 Post by Rotacak » Fri Jun 04, 2010 6:05 pm

Tree, bamboo, force field - all are square from top of view. Force field only looks like flat wall, but is not.

Look here: http://users.randomkeywhacking.com/wire ... dus_32.jpg

You see force field from front. Look on it from side. There is only "air" above yellow mark. Try to shoot trough air above yellow mark and you will see. You should hit nothing, but you will hit force field. Because it only looks like flat wall, but it is invissible box around.

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#12 Post by red » Sat Jun 05, 2010 3:54 pm

o i understand now taht still kinda sux

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#13 Post by ani » Sat Jun 05, 2010 4:29 pm

i see :/

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#14 Post by God, maker of the world » Mon Jun 07, 2010 4:35 am

Armory hitbox test. Yes, it's square.

I wonder if it's possible/viable to create objects that have two square hitboxes next to each other - to simulate a wall.

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#15 Post by Quarko » Mon Jun 07, 2010 8:14 am

Hm, I remember there was a command that allowed you to see the bbox-es of objects. What is it? I know it can't be used online, but I want to check out how are bboxes calculated for buildables on walls with different angles.

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