Jump to content

Bounding box on fallen Date Palm is messed up


zoot
 Share

Recommended Posts

By bounding box, you mean the one used for pathfinding obstructions? That can't be model/actor dependent since it affects the simulation. It might be possible to work around that by having multiple bounding boxes that are somehow synced with animations, but it could still look bad if the user had locally modified actors. The selection box should conform to the animated model and that's ok because it's not part of the simulation.

Link to comment
Share on other sites

By bounding box, you mean the one used for pathfinding obstructions? That can't be model/actor dependent since it affects the simulation. It might be possible to work around that by having multiple bounding boxes that are somehow synced with animations, but it could still look bad if the user had locally modified actors.

I mean the one used when clicking an entity. If I click in the area around the 'door' of the tower in the screenshot above, the palm is counter-intuitively selected because the game 'thinks' it is standing upright.

Link to comment
Share on other sites

Oh right, if I recall correctly trees are a special case of selection boxes (they tend to have very large branch/leave polys that are annoyingly easy to select) so it doesn't change with animation. In fact there's a ticket that describes this exact problem and the reason it exists: http://trac.wildfiregames.com/ticket/1032

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...