Nuh, its obvious he wants Stankbacons:)
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It's been a while since I worked on this and picked it back up recently. I was sad for the news about Real Time Tag Editor, was looking forward to that. The first post was edited a bit to explain it better and the plans I have for the development. I think I will be using the new OpenSauce as a base since it has the engine and memory layouts hooked already and has much more to offer and expand upon. I am working on bsp stuff right now for collision/visibility/sphere tracing stuff but I need a break from that and start working on the menu and tag&map editing options. I really need some help and advice to start chugging it along.
Tracing would be handy for this though...the 'Am I looking at an object' function right now relies on a predefined angle, or?
It'd be fun if you added a way to move verts around as well. :3
Oh wait I was supposedly helping you with this....
Yeah that is how I have done that as well in the past. You probably know the problems but I'll write them here for the others anyway:
1. The absolute offset of every object is taken, meaning the position the developer defined in 3ds max/Sapien for instance. This position might be anywhere inside or outside the object thus making everything inaccurate.
2. The size of the object is obviously not considered so you alway have to aim at the absolute offset which might be anywhere and very small compared to the object itself.
Having tracing would solve this problem.
To move objects in game, I'm using the world space position within the live object data. You are I think talking about spawn points and where objects are initially positioned when the map is loaded. Those aren't issues this way. World space position is converted to screen space position to check the closest object to where you're aiming and when you move the object, the 2d coordinates are converted back to 3d and the live position is updated. I think I will switch to tracing and with collision detection I can cling the object to the bsp when it's moved so it slides along the ground and not go through it.
Verts like Bsp/model verts?
BSP model Verts yup.
I didn't know that there where two types of 'positions'. Thanks for clearing that up.