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The four green arrows under a structure
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Tetra Xiphos
Soldier


Joined: 05 Mar 2008

PostPosted: Thu Mar 13, 2008 11:56 pm    Post subject:  The four green arrows under a structure Reply with quote  Mark this post and the followings unread

How do I affect the position of the center of an object?

Is it contained it the animation? The four green arrows at the corners of a structure indicate its boundaries it seems but I can't seem to do anything to alter their positioning.

Also, what are the Shape= and ContactPoint= tags all about?
Im gonna go ahead and guess that they're important but I haven't messed with them yet. Any quick tips anyone could give?

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darkrei9n
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Joined: 09 Apr 2007

PostPosted: Fri Mar 14, 2008 1:10 am    Post subject: Reply with quote  Mark this post and the followings unread

The boundaries are set by the XML file I think.

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Fri Mar 14, 2008 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

It´s the Shape-tags that determine the size of the structure, and the size of the structure determines the size of the selection decal (the arrows).

ContactPoint only defines where weapons hit the object, it is purely graphical though.

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Tetra Xiphos
Soldier


Joined: 05 Mar 2008

PostPosted: Fri Mar 14, 2008 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Sweetness. I like when Golan helps out!

Alrighty then. So I should tinker with the shape values...

How many should I add? It seems to vary quite a bit from object to object with no apparent (atleast to me) patterns linking it to anything else in the xml. Some objects don't have them at all

It does seem like the bigger an object is the more shape entries it has (needs?). Thats about all I'm able to derive with my layman's eye.

Thanks Golan.

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Fri Mar 14, 2008 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

The reason why some objects have several shape-elements is simply that they are more complex. Shapes are defined using cylinders, boxes and spheres, thus a square building requires only little shape-elements while one with rounded parts and gaps requires more (compare the GDI Warfactory and PowerPlant for example).
An object without any shape can only have collision interactions (crushing, weapon impacts etc.) directly on their world position. This should never be used for units or structures.

You should use as many shape-elements as you need to define the basic shape of the objects geometry so it depends on the actual model. Anything in the range from 1 to 10 seems sensible to me.

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Tetra Xiphos
Soldier


Joined: 05 Mar 2008

PostPosted: Fri Mar 14, 2008 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've been experimenting a bit and it seems the 'shapes' correspond to the various geometry on the object. I see what you mean.

ONE LAST QUESTION and then Ill shut up. I promise.

Is there a way in the Geometry or shape area of the code to build the object above ground?

I've coded a single turret so that its able to be built upon other structures (like the Fortified Wall Hub in the image). However it builds at ground level and nothing I do (messing with the geometry of the tower, adding more shapes with a large positive 'z' offset) seems to help it at all.

I should probably start a new post since it's a bit unrelated but it was the desired end result of my initial query.



ExampleforPPMpost.jpg
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I'd like the turret pointed out to be built at the level of the tower thats pointed out.
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ExampleforPPMpost.jpg



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