| Interactive Objects/Meshes | |
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Interactive Objects/Meshes Wed 20 Mar - 13:04 | |
| I'm not sure if this has been discussed before but would it be better if there's a built-in feature where you can interact with objects, such as: * Opening Doors * Climbing vertical ladders * Swim * Jumping I think this will be a great improvement on the sampleworld demo | |
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tichfuie Super Contributor
Posts : 257 Join date : 2013-02-07 Location : NA
| Subject: Re: Interactive Objects/Meshes Wed 20 Mar - 13:26 | |
| +1
now, whats up with the jumping feature, i cant believe why this feature is not yet implemented since pretty much lots of advanced game logic is ie: mars.
but not jumping? lol
whats up with that.
you know, i sometimes think that MV stripped the engine out removing some core features before releasing it to open source. i may be very wrong, but I just have that feeling, :-(
ie: collisions on the server end, without them, pretty much all gameplay can be screwed up, everyone will be running thru walls, houses etc... and it is very simple to do so, just remove all the physics folder in the client and you are free to run-thru walls, models etc...., lol
speed hacking, a must, is not there.
jumping a must, not there, lol
there are lots of core features that an mmo engine like MV should of had it implemented since there was no source code available back then and some core features were not able to implement without the java MV server core source code
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Re: Interactive Objects/Meshes Wed 20 Mar - 13:57 | |
| Hey tichfuie, I had this idea to try out re: jumping with the use of animation. This was suggested here before (I think) and there's one way of testing it with the orc mesh's readily available strike action/animation as shown here The huge problem that you'll notice is the collision volume/box is still on the ground while the mesh is taking a big leap to strike. Looks like he's going for a two handed slam lol I guess the solution would be to tweak the coordinates of the mesh while jumping or if there's a code to make the box sync with the mesh. I don't know where to start.. | |
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tichfuie Super Contributor
Posts : 257 Join date : 2013-02-07 Location : NA
| Subject: Re: Interactive Objects/Meshes Wed 20 Mar - 15:16 | |
| interesting,
will give that a try soon,
the only thing is that we can make player to play the jump animation when space bar press, so will simulate the player jumping, but in practice wont be jumping if you want to ie: jump up to pass over an obstacle or a step etc.. | |
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Interactive Objects/Meshes Thu 21 Mar - 3:52 | |
| Its pretty easy to add a jump animation. I looked into the collision volume and you could do it basically there already is code to figure out where a player lands when falling so you could use that as a base.
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Re: Interactive Objects/Meshes Thu 21 Mar - 12:04 | |
| - Delurin wrote:
- Its pretty easy to add a jump animation. I looked into the collision volume and you could do it basically there already is code to figure out where a player lands when falling so you could use that as a base.
Can you give us some hint where to start? BTW, I have a typo/correction in the above post: it's bounding box not collision volume.. Another thing, why is the collision volume of a mesh not showing up in Model Viewer? But there is a dropdown selection to enable it. I'm using v1.5 | |
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Interactive Objects/Meshes Thu 21 Mar - 12:09 | |
| Ill try to find my notes on it tomorrow. The collision volume should show up make sure you have a physics file with the same name as the mesh and check inside to make sure the submeshes match between the physics file and the mesh file (you can look at the submeshes for the model in the model viewer on the left) | |
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Re: Interactive Objects/Meshes Thu 21 Mar - 12:20 | |
| Great! thanks. BTW, I'm checking out the default human_male.mesh where the collision volume shows up in game client. That red pill like thing.. Is there a problem with the editors (world/model)? | |
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Interactive Objects/Meshes Thu 21 Mar - 13:17 | |
| Odd I just tried it in mine with no problem where did you get your version? Did you compile it? | |
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Re: Interactive Objects/Meshes Thu 21 Mar - 13:43 | |
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Interactive Objects/Meshes Thu 21 Mar - 14:07 | |
| I tried installing the linked version and had no trouble. Maybe the repository you are loading it from does not have the physics file? Are you using the same repository for you model viewer as the client? I am pretty sure the code to display the collision volume is the same for all three (model,world,client) | |
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Re: Interactive Objects/Meshes Thu 21 Mar - 14:14 | |
| Yes, the screenshot above that I took in game (standalone) was just earlier.. | |
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rotello Super Contributor
Posts : 215 Join date : 2012-12-06
| Subject: Re: Interactive Objects/Meshes Thu 21 Mar - 14:16 | |
| Hey, its working now I did a reinstall. Not sure why but finally! thanks Delurin | |
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