06-11-14, 01:05 | #971 |
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Joined: Jan 2004
Posts: 111
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After 10 minutes testing those shapes in floor and ceiling I was unable to reproduce those bug from my side, please send me the tre project to know what you did.
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06-11-14, 01:21 | #972 |
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Joined: Aug 2010
Posts: 1,810
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I PMed you!
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06-11-14, 10:19 | #973 |
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Joined: Apr 2013
Posts: 343
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When I played Jungle level in TR3 I have discovered another wall hole. See the video: https://www.youtube.com/watch?v=t6Mp...ature=youtu.be
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06-11-14, 10:37 | #974 | |
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Joined: Aug 2010
Posts: 1,810
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Quote:
The fact that this garbaged sector floordata bug exists even in TR1 levels (and up to at least TR4) means that Core never bothered fixing that bug in their editor; also it's very possible that in some cases, trashed door sectors is a result of level designer's negligence, because he could simply move the room but forgot to remove invalid doors. You can replicate the same bug in Dxtre3d by connecting two rooms and then move some of the rooms away from the neighbor - while the door will remain in sector, it won't lead to this room anymore. As I said earlier, this bug was masked out by original TRs, because engine blocked Lara from entering "non-existing" sectors, as if she stumbled into a wall; in OpenTomb, physical world "floats" in infinite space, which results in Lara falling through invalid wall sectors. One of the solution offered by TeslaRus is blocking all wall sectors with walls of a full room height, but this produces another type of bug, where overlapped rooms sometimes block each other from passing through them. So we still think on a proper solution of this ridiculous bug. Last edited by Lwmte; 06-11-14 at 10:43. |
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06-11-14, 11:43 | #975 |
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Joined: Apr 2013
Posts: 343
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hmm. If I understand it right when Lara goes to some room, the collison model of this room is loaded. Right? Because it explains that problem with overlapping rooms. My solution is to write a function to ignore current door in the wall. I mean you could try to make engine that will be able to disable every portals in walls. But i don't know if it will work.
Last edited by Ado Croft; 06-11-14 at 11:49. |
06-11-14, 12:04 | #976 | |
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Joined: Aug 2010
Posts: 1,810
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Quote:
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06-11-14, 14:14 | #977 | |
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Joined: Jan 2013
Posts: 195
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sectors geometry
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06-11-14, 15:19 | #978 |
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Joined: Apr 2005
Posts: 9,208
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...just bang your head against it
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06-11-14, 23:58 | #979 |
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Joined: Aug 2010
Posts: 1,810
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I hope that room collision algorithm is now fully valid (except two things, one of which is Dxtre3d-related, and other is meta2tr-related), so now let's do some funny business...
You know, I'm so dumb when it comes to some physics algorithms, but now, when Bullet debug draw works, I braced myself and tried to prototype Lara's ponytail for the second time. These "chains" that you see hanging on a room ceiling is nothing else but Bullet capsule shapes with constraints. Code is really simple, you just create 6 rigid bodies and then assign two constraints to each one of them - one on the right side, and another on the left - and voila! Now, I have to learn how to assign actual meshes to Bullet shapes, so we can get real hair meshes hanging from Lara head. |
07-11-14, 06:50 | #980 |
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Joined: Apr 2013
Posts: 343
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Wau, it would be great if Lara has ponytail there are a lot of tutorials about bullet physic http://m.youtube.com/watch?v=msTZYHP5bzI :-)
Last edited by Ado Croft; 07-11-14 at 07:06. |
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