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Thread: Forge CE

  1. #51
    . .Wolf™'s Avatar
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    Re: CE Forge Mode?

    Quote Originally Posted by n00b1n8R View Post
    you want to eat rob's penis bacon?
    Nuh, its obvious he wants Stankbacons
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  2. #52
    Codesaurus Skarma's Avatar
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    Re: Forge CE

    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.
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  3. #53

    Re: Forge CE

    Tracing would be handy for this though...the 'Am I looking at an object' function right now relies on a predefined angle, or?
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  4. #54
    Codesaurus Skarma's Avatar
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    Re: Forge CE

    Quote Originally Posted by CrAsHOvErRide View Post
    Tracing would be handy for this though...the 'Am I looking at an object' function right now relies on a predefined angle, or?
    Right now it works by calculating the vector you need to be looking directly at the object and comparing it to the vector you are actually looking. Youre right collision detection,tracing,bsp tree traversal would be so awesome!
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  5. #55
    Neanderthal Dwood's Avatar
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    Re: Forge CE

    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....
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  6. #56

    Re: Forge CE

    Quote Originally Posted by Skarma View Post
    Right now it works by calculating the vector you need to be looking directly at the object and comparing it to the vector you are actually looking. Youre right collision detection,tracing,bsp tree traversal would be so awesome!
    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.
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  7. #57
    Codesaurus Skarma's Avatar
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    Re: Forge CE

    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?
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  8. #58
    Neanderthal Dwood's Avatar
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    Re: Forge CE

    BSP model Verts yup.
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  9. #59

    Re: Forge CE

    I didn't know that there where two types of 'positions'. Thanks for clearing that up.
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  10. #60

    Lightbulb Re: CE Forge Mode?

    Quote Originally Posted by Skarma View Post
    Yup Yup and when objects are being moved, their spawn points stay the same, you just can't see them xD You are just moving their current game world coordinates. I want to be able to render my own 3D objects for spawn points!
    I was thinking, you could post the file on Halo CE Maps, and we could test it out and give you feedback via the forums?
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