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Mako Hitbox Fix in local testing

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Mako Hitbox Fix in local testing
Offline TheMillers
08-26-2009, 01:24 PM,
#11
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Posts: 363
Threads: 3
Joined: Aug 2009

' Wrote:What is your process for constructing, do you avoid any particular style of mesh creation? Having been one of the only ones able to make a working hitbox with a high(er) success rate for awhile leaves me curious about other's styles.

// I'll explain in detail on the modding section, when the Mako box is ready and tested. Possibly even with a tutorial, depending on how much time I can spend on it this weekend. Ya'll should pray for a rainy weekend in the Copenhagen area this week;)

But I can allready say from a cursory glance, that a lot of the thirdparty (as in non-vanilla) ships at transport class and above, needs fixing if we want Hitboxes of the quality that the Osiriis has.
Think of the hitbox as a "cutdown low detail" version of the actual model, and work from that philsophy. Even using the actual model and "simplify" it can provide a good starting point.


Cpt. Miller, of the BHG|Core vessel "Miller's Draft"

Out of bats, Out of bots, Out of torps - Down to harsh language...
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Offline Turkish
08-26-2009, 01:28 PM,
#12
Member
Posts: 2,617
Threads: 50
Joined: Aug 2007

Most of our capital ship hitboxes are very crude, if even at all matched to the mesh. I'm working on a few right now, as well as playing with some base component sur files.

It isn't hard to get it right, just time consuming. Which when the final push for release comes unfortunately seems to get cast to the wayside in favour of other developments. Compounding the issue is the lack of capable parties.

[Image: LibreIISuper_Small.png]

I have a fetish for all things Norse.
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Offline Dashiell
08-26-2009, 05:07 PM,
#13
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Posts: 2,973
Threads: 148
Joined: Oct 2008

If I wasn`t so legendary clueless when it comes to pcs and their functions I`d consider trying to learn hitboxing...:P

[Image: serpentlol.gif]
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Offline TheMillers
08-26-2009, 05:23 PM, (This post was last modified: 08-26-2009, 05:28 PM by TheMillers.)
#14
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Posts: 363
Threads: 3
Joined: Aug 2009

' Wrote:If I wasn`t so legendary clueless when it comes to pcs and their functions I`d consider trying to learn hitboxing...:P

Ever since one of our common ancestors decided to plug his finger (YES, his FINGER!!! !!?!) into the dijk to prevent a disaster, there is nothing we dutchmen can't do, when we set our minds up to it. Just get cracking Dashiell, and you will excel at it. (Dutch expatriate here, living in Denmark for the past 40 years;))

Cpt.Miller, of the BHG|Core vessel "Miller's Draft"

P.S: Log in to your BHBS - you got mail.

Out of bats, Out of bots, Out of torps - Down to harsh language...
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Offline X-Lancer
08-26-2009, 05:24 PM,
#15
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Posts: 1,173
Threads: 147
Joined: Jan 2007

Osiris model only has 1 flaw, in the front section of Osiris, it has 2 place where doesnt match for the hull

(i've test that bug many times now, the "bug" it's where the front side turret slots are, it always reg as a hit when a Mortar, or something that hurts near missed the ship, other than that, Osiris has a perfect hitbox)
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Offline frozen
08-26-2009, 05:38 PM,
#16
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Posts: 1,948
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Joined: Jul 2007

' Wrote:But I can allready say from a cursory glance, that a lot of the thirdparty (as in non-vanilla) ships at transport class and above, needs fixing if we want Hitboxes of the quality that the Osiriis has.
Think of the hitbox as a "cutdown low detail" version of the actual model, and work from that philsophy. Even using the actual model and "simplify" it can provide a good starting point.
Cpt. Miller, of the BHG|Core vessel "Miller's Draft"

this is true, but remember this. coming from 4.83-4.83, where 90% of the models had makeshift hitboxes were in dire need of hitboxes, there were only a few people to do em, and while i tried to keep quality as high as possible, there were instances i couldnt, just so i could meet the "demand" so to speak.

Id also like to know what method you employ to make your hitboxes, since the more information shared, the better it is.

[Image: 5d1144bd1.png]
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Offline TheMillers
08-27-2009, 01:31 AM, (This post was last modified: 08-27-2009, 01:32 AM by TheMillers.)
#17
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Posts: 363
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Joined: Aug 2009

UPDATE

Hitbox is almost as good as ready to go.
2 Minor issues remain :
Hitbox on front an top is located underneath the armourplating texture, so hit-animation is covered, but hits register. Will extrude the faces a bit to fix.
Hitbox when firing at utmost front, from the side, is not working - Shots goes through the ship when firing directly at the side of the nosecone area. Fix as described above will also be done.

Otherwise everything works - Collision detection checked by bouncing of the shield all around the ship.
Hitbox is nice and tight, with the only "openspace" area covered, between the hull and the lower fin. This area is minimized as much as possible.

Work has allready been done in simplyfying the hitbox meshes, going from 700+ faces down to 412 faces. More work will be done on that part. Current size of SUR file is 28.6 Kb.

Final testing of the htibox will take place saturday, with the participation of Megiddo and Dashiell - Afterall, it is the pilots of the Mako, and their adversararies in the Order that will have the final say, in whether this Hitbox fix will provide the correct balancing of the Mako without having to fidle with the stats.


Some screenshots to show how tight the hitbox is currently :

Firing from dead ahaed at the right hand front turret and just missing :
[Image: screen94.jpg]


Adjusting aim and hitting the turret as indicated by the shieldhit animation :
[Image: screen96.jpg]

Firing just behind the downward fin, in the free space and missing:
[Image: screen97.jpg]


Firing from astern and missing the hull :
[Image: screen98.jpg]

Total time used on making the hitbox - INCLUDING getting hold of the necessary tools, installing them, learning the basics of using them, and making the hitbox frrom scratch (and on an Acer Aspire One A110 netbook even...) :
6.5 hours.

I hope people now understand why I said something about fences and jumping over them....;)

Cpt.Miller, of the BHG|Core vessel "Miller's Draft"

Out of bats, Out of bots, Out of torps - Down to harsh language...
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Offline Dashiell
08-27-2009, 01:29 PM,
#18
Member
Posts: 2,973
Threads: 148
Joined: Oct 2008

' Wrote:UPDATE

Hitbox is almost as good as ready to go.
2 Minor issues remain :
Hitbox on front an top is located underneath the armourplating texture, so hit-animation is covered, but hits register. Will extrude the faces a bit to fix.
Hitbox when firing at utmost front, from the side, is not working - Shots goes through the ship when firing directly at the side of the nosecone area. Fix as described above will also be done.

Otherwise everything works - Collision detection checked by bouncing of the shield all around the ship.
Hitbox is nice and tight, with the only "openspace" area covered, between the hull and the lower fin. This area is minimized as much as possible.

Work has allready been done in simplyfying the hitbox meshes, going from 700+ faces down to 412 faces. More work will be done on that part. Current size of SUR file is 28.6 Kb.

Final testing of the htibox will take place saturday, with the participation of Megiddo and Dashiell - Afterall, it is the pilots of the Mako, and their adversararies in the Order that will have the final say, in whether this Hitbox fix will provide the correct balancing of the Mako without having to fidle with the stats.
Some screenshots to show how tight the hitbox is currently :

Firing from dead ahaed at the right hand front turret and just missing :
[Image: screen94.jpg]
Adjusting aim and hitting the turret as indicated by the shieldhit animation :
[Image: screen96.jpg]

Firing just behind the downward fin, in the free space and missing:
[Image: screen97.jpg]
Firing from astern and missing the hull :
[Image: screen98.jpg]

Total time used on making the hitbox - INCLUDING getting hold of the necessary tools, installing them, learning the basics of using them, and making the hitbox frrom scratch (and on an Acer Aspire One A110 netbook even...) :
6.5 hours.

I hope people now understand why I said something about fences and jumping over them....;)

Cpt.Miller, of the BHG|Core vessel "Miller's Draft"

good show. we`ll plow through all the final tests saturday then.

also, about jumping fences: the release of 4.85 was a very busy time and quite chaotic. so let`s not blame anyone.


[Image: serpentlol.gif]
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Offline Jinx
08-27-2009, 01:36 PM,
#19
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

alright man, are you also up to hitbox the revised BHG BC? - if not, there won t be a revised BC but we stick to the current one. - yes, i told you... once you do something beneficial, we won t let you go so easily!

when you re up for it - you can PM me your Email and i ll send you the BHG BC files.

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
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Offline reavengitair
08-27-2009, 01:45 PM,
#20
Member
Posts: 3,399
Threads: 108
Joined: Dec 2008

Well you can have my vote of awesomeness. There are loads of other things that need their hitboxes fixed!

Could someone link me to a turtorial? I can't find one... (on how to make custom hitboxes)
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