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  #71 (permalink)  
Old 07-04-2009, 02:17 PM
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Default Re: The Humourous Weapon Positions Thread

It's both funny and floating. 10 points.

OF COURSE you moved him- I didn't expect anything else. But you had a good idea, and that deserves a reward.Period.
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  #72 (permalink)  
Old 07-04-2009, 02:25 PM
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Default Re: The Humourous Weapon Positions Thread

How does this Weapon on a Weapon work? It sounds very rare, so it gets 50 points.

Yes, I am using a Revenant Skin, though how can a Conjurer no longer be a Conjurer? My Conjurer is called Hades, obviously after Hades, the Greek God of the Underworld. Suits him don't you think?
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Last edited by bonobo4; 07-04-2009 at 02:27 PM.
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  #73 (permalink)  
Old 07-04-2009, 02:40 PM
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Default Re: The Humourous Weapon Positions Thread

Weapon on weapon works with imprecise bounding boxes. I'll post a pic of what I mean, but this will take a few minutes... 50 points are absolutely appropriate.

And he's not a Conjurer anymore because I changed the names of the classes. If you want to know how this works, PM me. This is heavy off-topic.
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  #74 (permalink)  
Old 07-04-2009, 03:24 PM
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Default Re: The Humourous Weapon Positions Thread

OK, time to explain humourous weapons. First of all: The weapons you see differ from the weapons the TQ-physics engine sees. Instead, the game uses the so called bounding-box every item has to detect collision. See the pictures:



1. A simple cube, consisting of 6 faces.
2. The cube's bounding box. Since it is a very simple body, the bb has the exact shape of the original cube.

3. A few mouseclicks later: I modified the cube to give him a round form. In addition to that, I extruded one face. Now he's long. As you see, the shape has changed, but the bounding box has not..

4. If this was a TQ-weapon, this picture shows how "standing on each other" would work: Instead of attempting to staple two round bodies, the game detects the bounding boxes. Pretty simple, right?

5. Now I applied exact bbs. If TQ used them, our thread wouldn't exist.

Why doesn't TQ use exact bb's?

Collision detection with exact bbs costs an i.n.s.a.n.e amount of CPU-power. As far as I know, only one game uses exact bbs at the moment- Crysis.
So, let's be happy IL was satisfied with their work.

Edit: This example looks very simple, but it's closer to reality than you might think.
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  #75 (permalink)  
Old 07-04-2009, 03:37 PM
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Default Re: The Humourous Weapon Positions Thread

Quote:
Originally Posted by Kir4 View Post
OK, time to explain humourous weapons. First of all: The weapons you see differ from the weapons the TQ-physics engine sees. Instead, the game uses the so called bounding-box every item has to detect collision. See the pictures:



1. A simple cube, consisting of 6 faces.
2. The cube's bounding box. Since it is a very simple body, the bb has the exact shape of the original cube.

3. A few mouseclicks later: I modified the cube to give him a round form. In addition to that, I extruded one face. Now he's long. As you see, the shape has changed, but the bounding box has not..

4. If this was a TQ-weapon, this picture shows how "standing on each other" would work: Instead of attempting to staple two round bodies, the game detects the bounding boxes. Pretty simple, right?

5. Now I applied exact bbs. If TQ used them, our thread wouldn't exist.

Why doesn't TQ use exact bb's?

Collision detection with exact bbs costs an i.n.s.a.n.e amount of CPU-power. As far as I know, only one game uses exact bbs at the moment- Crysis.
So, let's be happy IL was satisfied with their work.

Edit: This example looks very simple, but it's closer to reality than you might think.
Ah, that explains it. Thanks. What program did you use to make that.

Thanks for explaining everything.
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  #76 (permalink)  
Old 07-04-2009, 03:44 PM
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Default Re: The Humourous Weapon Positions Thread

No need to thank me. Was no big deal.
I used blender. It's free and it's veeeeeeeeeeeeeeeeeeery good.
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  #77 (permalink)  
Old 07-04-2009, 03:46 PM
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Default Re: The Humourous Weapon Positions Thread

Quote:
Originally Posted by Kir4 View Post
No need to thank me. Was no big deal.
I used blender. It's free and it's veeeeeeeeeeeeeeeeeeery good.
Downloaded it, but what does it do? What's it used for?
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  #78 (permalink)  
Old 07-04-2009, 03:58 PM
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Default Re: The Humourous Weapon Positions Thread

It's a program that allows you to create and modify meshes.

What's a mesh?

Take your conjurer. Remove shadows, colors and his ability to wear clothing. Now he's a mesh.

No colours and shadows? Booooooooooooring.

Nope. Blender can do that on a very high level, but games usually have their own way to assign these things. I used blender mainly to create stuff that looks good (desktop-wallpapers etc.).
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  #79 (permalink)  
Old 07-04-2009, 05:02 PM
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Default Re: The Humourous Weapon Positions Thread

Quote:
Originally Posted by Kir4 View Post
It's a program that allows you to create and modify meshes.

What's a mesh?

Take your conjurer. Remove shadows, colors and his ability to wear clothing. Now he's a mesh.

No colours and shadows? Booooooooooooring.

Nope. Blender can do that on a very high level, but games usually have their own way to assign these things. I used blender mainly to create stuff that looks good (desktop-wallpapers etc.).
Right. So it's useful then. But it seems very hard to use.
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  #80 (permalink)  
Old 07-04-2009, 05:19 PM
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Default Re: The Humourous Weapon Positions Thread

This thread becomes another off-topic-massacre.

Blender looks complicated at first sight, but sooner or later you'll wonder why there are programs out there that have a different user-interface, since blender is as close to perfect as the OP of tis thread.

However, if you are interested, I could send you a little more stuff, maybe write a short tutorial... well, if you are interested. If not, let's leave it at that.
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