making an existing model half collidable? possible?

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making an existing model half collidable? possible?

Post by flametard »

i was wondering if there was a way to change part of an existing tree model's collidablity, only on the trunk and branch parts, but all the leaf parts the player can walk through freely.

or if not, is it possible to make a new model 1/2 collidable like this?


the purpose is that when the trees are scaled to the right size, my ninja should theoretically be able to hop around from branch to branch within the canopy. and also be able to lie in wait on a treelimb, using the foliage of the tree canopy as a cover.

cause right now the ninja can only hop on top of the trees.
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Post by zaroba »

theoretically, if you make a 2nd copy of the model that is only the truck and branches, and attach it to the main model as a collision model, then it should work.

theoretically.
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Post by flametard »

can i do this with the model converter? or do you need do be able to model stuff to do this? if so.. does anyone feel like giving it a try for me : ) *bats eyelashes* pleeease?
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Post by fhko »

If you separate the leaves from the trunk and branches in the pre-atm state then use the trunk portion as the base of the model and add on the leaves as a turret or something in the Model converter that should get the game to recognize the physics only of the trunk and not the leaves. But don't quote me on this.
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Post by Fooli »

I had the same thought fhko.

AFAIK, collision models don't work yet. But the way the game treats turrets might help.

I'd need to try it to be sure, but you might indeed find that using the trunk and branches as the main model, and adding the leaves as a turret, would produce the sort of effect you're looking for flametard.

I doubt whether collisions would be accurate enough for branch-to-branch ninja hopping but it's always worth a try.

f
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Post by zaroba »

i imagine that between the fact that tree branches generally are pretty thin and the fact that you can't go under collidable things (you'll bounce upto each one your going by), it'll be hard to actually stop on a branch anyway. unless you make the ninja walk very very very slow.
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Post by flametard »

.
you can't go under collidable things (you'll bounce upto each one your going by)

WRONG!

accurate collision setting. best collision setting ever.
it'll be hard to actually stop on a branch anyway. unless you make the ninja walk very very very slow.
actually, with this collision setting you cant walk up to a building and bounce on the roof like on zoric, the wall will actually stop a player like a wall should. my ninja is able to jump, thats how he will get around on the trees. and im pretty sure he can jump accurately enough to jump from limb to limb with some practice.
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Post by flametard »

i dont really know how to do anything in the pre-atm state or add turrets in the model convertor yet. but yeah, im pretty sure my ninjas vehicle settings and global collision settings will be condusive to the idea.

the only problem with my collision setting is that when the ninja is on a rooftop (or treebranch) he gets slowed down and will not go into standing animation, even when not moving on the roof, he will appear to be walking in place. NEVERTHELESS! Xebecian ninjas will be able to live with this minor detail because they are in first person perspective camera vehicles, so they'd never see their body walking in place. the glitch appears to the player as mere figiting. tho a ninja walking in place on a branch would be easier to spot.. thats fine too. it just makes being stealthy more technical for the ninjas.

so can someone remake one of our trees to test it? i wont be able to test it on xebec for... well the cable guy might be coming after the holidays.
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Post by zaroba »

ahh, forgot about mode 5.

the fact you can barely move when on top of something, and can't even move in a straight line on top of things is enough to rarely see a need to use it though. heck, the figiting is even worse if your in something fast. its real fun trying to drive across a bridge on zoric in a car with mode 5. the car figits so badly it barely stays 'on' the bridge.

anyway. good luck getting people to put up with it on xebec. i have a feeling that you'll have a lot of people complaining unless there's some way to make it easier and smoother :P
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Post by fhko »

Hehe. Seems like a lot of work just to get a ninja in a tree doesn't it?
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Post by zaroba »

especially since there's no way to disable the floating player names which will give away your location
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Post by fhko »

Yes, that had occurred to me as well.

Why exactly is it necessary to have ninjas in trees anyway? "Because it's cool" is a valid response. However, I'm assuming there is a supposed strategic advantage to such an action. Or am I wrong?
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Post by flametard »

theres a setting to make the player names less visible from a distance.
:shock:
how does the great STIMutacs put up with the global collisions on zoric!


why is it nessicary? its not. however, this is no fly by night request.
I have been contemplating this for CENTURIES!
(in game time).

May i direct your attention to exhibit A:

http://theuniversal.net/forum/viewtopic.php?t=5955
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Post by flametard »

the strategic advantage would be that you could ambush someone stealthily. and you could have superior visual acuity, or something, because the radar "ninja senses" is harder to earn than the ninja vehicle "shinobi shozoku". also the world map "sexton" does not show other players positions, so having greater visual aids would be fortuitous for the ninja who was out choosing to rob passers by.



and, because its cool.
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Post by zaroba »

the closest thing to 'less visible' is changing them to 2d format instead of 3d. either way, you'll be able to tell that somebody is in the tree well before your close enough to be ambushed by them. probably doesn't matter if the name can't be read, you'll still see the shape of the graphic.

i do wish it was possible to disable the overhead player (and building) names completely.
i wanted to do something similar for sabrada, except with snipers on rooftops.
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