Anyone else reckon 0.49.7 is gonna be quite kewl?
Anyone else reckon 0.49.7 is gonna be quite kewl?
ya think?
(Probably not worth replyin unless u happen to have seen the wip stuff, much of which is #ifdef'd out in code... ah well :] )
(Probably not worth replyin unless u happen to have seen the wip stuff, much of which is #ifdef'd out in code... ah well :] )
"proceeded to climb over a boulder, wander up the steps of a temple, before doing a huge jump off a ramp into the side of a building, which then exploded. sweet"
ooo...sounds great.
so...buildings can gain damage from collisions and explode now?
will you be able to accuratly drive on a bridge, yet still be able to go under it?
ooo...sounds great.
so...buildings can gain damage from collisions and explode now?
will you be able to accuratly drive on a bridge, yet still be able to go under it?
erm...as I understand it, i doubt it. Not tunnels 'into' the map, anyway - heightmaps are 2d, there is no "into". You might be able to fake it with a clever heightmap and some tunnel models though. My guess would be that the camera would then give you problems. When interiors are working, though... you'd be able to go "into" a tunnel building, and I guess that'd be the best way of doing it..
there's definitely some funky stuff on its way though :)
f
there's definitely some funky stuff on its way though :)
f
well...just need a way for the game to let a vehicle go below the ground collision level, and display a model down thier.
as i understand it, in most games with tunnels that can be gone threw do it by having the model punch a hole in the heightmap for the entrance and exit and provide a path for the player to travel along under the ground collision level.
useing a seperate and forced collision system on dynamic splines and a modified teleport building type, it could be somewhat easy. full details on it are now posted here
as i understand it, in most games with tunnels that can be gone threw do it by having the model punch a hole in the heightmap for the entrance and exit and provide a path for the player to travel along under the ground collision level.
useing a seperate and forced collision system on dynamic splines and a modified teleport building type, it could be somewhat easy. full details on it are now posted here