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Posted: Thu May 08, 2008 7:33 pm
by radruin
Yeah, from appearances it spawns it in one particular constant direction from you, on the same Z-level as you. First time I did it, I didn't know they didn't always spawn in front of you; I pushed V a few times, and my framerate suddenly tanked, and I looked to my left and there were 3 cars all on the exact same location, vibrating and slowing everything down /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />.
If it were essential I could probably root around and figure out how to make them spawn aboveground (or just spawn them at a Z-level of 300 or so and have it fall) but we'll probably have designated spawn points (in bases). Actually for ripping, we gotta solve this problem. One way to do that could be to cast a ray, at the proper X/Y coordinates, downward from high up, and find out where ground level is, then just spawn the ripping vehicle right there (or a foot or two in the air).

Posted: Thu May 08, 2008 7:45 pm
by Andon
spawn it a bit in the air - Z variance in the center of each model would make some appear at different heights

Posted: Sat May 10, 2008 6:51 pm
by finnbryant
i suggest more than 1 ray, it may cost some cpu time, but if you spawn on a steep slope it might end up with the back inside the slope /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

one on each corner? thats if there is a simple way of finding the size of the thing you are creating.

or maybe do a collision test and then move it up until it passes? (obviously after you have done 1 raycast or it would take ages)

Posted: Sat May 10, 2008 10:00 pm
by Virex
For a rip reciever you could just set an arival spot relative to the center of the reciever and maybe add some variance to make sure things don't spawn inside eachother (remember that buildings are usualy build on flat land). It's a tad more dificult for a tp probe though.

Posted: Sat May 10, 2008 11:04 pm
by radruin
/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> I'll play around with it when I get that far. I was mostly making a note to myself. Up next is converting a model from .blend to .dts, which looks like it might be challenging (though .blend to .dts seems to be the only available conversion to me since I'm only using free software).

Posted: Sun May 11, 2008 5:51 am
by the_dare
as i said in another post rad, send them to me in .obj and i will convert them for you!

Posted: Sun Feb 08, 2009 4:44 pm
by Blackdutch
Blackdutch the unholy necromancer, request the following information:

will there ever be additions to this topic? it seems there must've been a dozen milestones already.

Posted: Mon Feb 09, 2009 12:35 pm
by finnbryant
hmm... maybe, but my blog topic has kind of replaced it, to be honest id forgotten it was here...

also, its sort of no longer valid, my development direction is different to his, for example i dont plan to have vehices for a few months yet, but i already can simulate any time of day/night... so it would really make more sense to use a different topic.

Posted: Mon Feb 09, 2009 1:00 pm
by badpazzword
Cadillac wrote:QUOTE (Cadillac @ May 7 2008, 10:55 PM) Over MSN?

Or fileshare

Edit: somesuch other P2P
:roll:

Posted: Fri Feb 13, 2009 11:26 am
by Cadillac
Oh shutup :D