Getting stuck in base models

Discussion area for user-created Allegiance models, textures, voicechats, music, and other ingame content.
LANS
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Joined: Wed Feb 24, 2010 5:17 am
Location: Toronto, Canada

Post by LANS »

Well, recently I accidentally slammed into a gatarran garrison and got stuck in the base model. By turning randomly while boosting I eventually got free. Unfortunately I forget which faction I was playing at the time and the ship I was in.

I've had problems with this in other games where the collision boxes don't line up properly. I'm wondering what format/spec alleg uses to specify base collision boxes, and if I can have a look at the GT garrison collision box model to possibly solve this problem (for all I know the problem could be with the ship model). I know enough about 3D modeling (not artsy stuff, I'm an engineering student and I need it for CAD work) and programming in general to take a shot at it, if anyone can point me in the right direction. I won't be able to start until after exams finish at the end of april, but I might be able to figure something out, unless I'm completely mistaken and the bug is in alleg's collision-detection, not the collision box models themselves.

-LANS
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pkk
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Location: Germany, Munich

Post by pkk »

It's a known bug and also happens with some other models...

Hitboxes:
http://www.freeallegiance.org/FAW/index.php/CVH
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
LANS
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Joined: Wed Feb 24, 2010 5:17 am
Location: Toronto, Canada

Post by LANS »

So I can use Qhull to generate good CVH files for test models. It looks reliable. How would I then import such a model into alleg to test if its a problem with the models or collision detection? I've got ideas for some test cases that will tell me if the problem is with how the original CVH files were made or if its in collision detection and alleg's CVH interpretation
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Makida
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Post by Makida »

Haven't there already been two people who tried fixing the GT base models? :unsure:
LANS
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Joined: Wed Feb 24, 2010 5:17 am
Location: Toronto, Canada

Post by LANS »

If they have, I haven't heard of them. There are three possible issues:

1. The base models are not closed-surface continuous.

2. The ship models are not closed-surface continuous.

3. There is something wrong with alleg's collision-detection system.

the first 2 options are easy to test and fix with the CVH files, Qhull, and some other mathematical tools (pen and paper included), assuming that I understand properly that CVH files define a set of connected 3D ellipses of known shape and size in relation to a centrepoint. If the CVH files are properly built, there will be no gaps, holes, asymptotes, or other oddities in the surface formed by the combined ellipses as defined in the CVH file. If there is some problem, its easy to redefine the surface properly, assuming that I find proper documentation on CVH files and I don't forget my math.

The third is not easy to fix. It would mean that alleg is not properly interpreting CVH files, or worse that there is a bug in alleg's basic collision-detection.
Last edited by LANS on Tue Apr 13, 2010 8:48 pm, edited 1 time in total.
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Paradigm2
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Location: College Station, TX

Post by Paradigm2 »

He wants to fix the CVH models? Give the man the information he needs!
-Paradigm2
Raveen
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Post by Raveen »

My guess is that it's 3. A fairly simple if time consuming test would be to try and reproduce the effect in game. I think you'll find that you can't with any regularity.
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KGJV
Posts: 1474
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Location: Transilvania

Post by KGJV »

These CVHs were made with my AMT plugin which has a lot of 'guessed' stuff in it (it was made before Allegiance source release).

Today, the 'good' way to make CHVs is to use the official tools (cvh/mdlc tools) but this requires to have the models in X file format with the proper structures and names in place (specially for doors and mount points).

So the starting point would be to ask Orion to release GT models sources, convert them in X file if they're not then add the Alleg specific X frames in them, then use the tools.
Last edited by KGJV on Wed Apr 14, 2010 9:02 am, edited 1 time in total.
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madpeople
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Location: England

Post by madpeople »

Do new versions of the official tools still require things to be in that ancient version of .x that very few modern tools produce? I remember I had to write a java program to move various parts of the .x files about to get the tools to work last time I tried a few years ago.
KGJV
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Post by KGJV »

madpeople wrote:QUOTE (madpeople @ Apr 14 2010, 11:19 AM) Do new versions of the official tools still require things to be in that ancient version of .x that very few modern tools produce? I remember I had to write a java program to move various parts of the .x files about to get the tools to work last time I tried a few years ago.
AFAIK they're no 'new' versions of the official tools, their code wasn't changed, just rebuild with more recent compilers.

If people has issues with .X version/format i'm pretty sure some converter exists around here to solve these.
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