zoot Posted February 13, 2013 Share Posted February 13, 2013 The tree is lying down, but its bounding box is not. Link to comment Share on other sites More sharing options...
historic_bruno Posted February 13, 2013 Share Posted February 13, 2013 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 More sharing options...
zoot Posted February 13, 2013 Author Share Posted February 13, 2013 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 More sharing options...
historic_bruno Posted February 13, 2013 Share Posted February 13, 2013 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 1 Link to comment Share on other sites More sharing options...
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