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nifa last won the day on September 5
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Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
lol, this video makes you realize what a vast improvement this is -
Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
I think the difference would be the direction that the unit is pushed to: With the current pushing, it would move the same direction as the pusher, which means they will probably collide again. With the "clearing the path" mechanism, the second unit would make two steps into the direction it faces/ or into a direction with free space/ or a certain angle of the pushers movement direction, so hopefully avoiding another collision. I'm especially thinking of the elephant sliding another elephant scenario from the videos above. I don't know if this makes sense or if it's too costly but maybe one active instead of passive move could help solving the bottlenecks somehow Yeah, I'm a big fan -
Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
ok, another random guess: Maybe we could use an additional force, where an idle unit clears the path for an allied moving unit, before they are colliding, when it's blocking the way? The blocking unit would just slighty move to the side, but only if there is space available -
Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
I thought the defender is that one who's movement gets influenced by the attacker. So when two units collide they are both on the same time attacker and defender, depending on which movement is calculated. -
Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
What if it used other geometric shapes, like a triangle e.g.? Or maybe even different shapes for the "attacker" and the "defender"? Like a triangle elephant pushing a rectangular elephant, the later would turn out of the way faster? -
nah, I could learn a lot from your work here :D Really cool! Didn't know all this was possible.
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Ok nice! You could also bake from highpoly to lowpoly to keep the details in a normal map or bake ao into the diffuse
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Cool stuff! Did you make the models or did you take them from somewhere?
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The shininess is defined by the spec map, and it should be dark where the hay roof is uv-mapped. Maybe you are using different materials in the .xml actor files and in some cases spec map is not taken into account and in some cases it is?
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Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
This seems interesting! Another thought I had when watching the elephant videos (probably unrelated): All soldiers going back to idle at the same time when the elephant dies looks so abruptly, maybe there could be some randomness (like some cheering, some idle) or random delay. -
Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
Thanks, yes it's better. Calvary movement looks smooth too. In the catapult video those 2 guys walking in circles looks strange, but I guess it has nothing to do with the question here. Yes I want to do that some day when I have more time, thanks for the offer, I will get back to you -
Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
Too bad it's not possible to make a mod, unfortunately I don't have it compiled. I like what I see in the videos. The ship's movement looks really natural. The timing in the other two videos might be not 100 percent on point (on the elephant attack too late, on the catapult impact too early?). I think it's nice and I wanna encourage anyone who is able to test it -
Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
I'm excited to hear this is going forward! Is there a way you could provide a mod for easy testing purposes if it's not too much work? That would be awesome. -
Moved prop_apron (the cloth) from tropaion_post.xml to tropaion.xml, which means that tropaion_post can be a small tropaion without a stone base. Also added a different bronze base to the post and gave the shields around the base more geometry, so they look less polygonal, as requested by @Thalatta tropaion_0.28.3.zip
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Here's the updated mod. I changed the positions of the three prop-points in the mesh tropaion_post.dae, all other files are untouched. Sure, would be nice if someone made a pull request. tropaion_0.28.2.zip
