I need a custom door proof of concept

#2
BTW: One thing that is very strange about doors in the database there is their center is nowhere near where the door is. If you spin them they don't spin so much as move sideways around an empty space like it was fighting a monster in a KF game.

This is really unusual because the models are recentered based on the furthest out vertices, and control points should get filtered out so not to count against the limits. I am pretty sure base CPs are not considered center points. So I can't think of any reason for the doors to act this way.

I would guess that their animation moves them away from their original center. But I don't think that is possible because SOM_MAP doesn't take the animation into account, so if that were the case the door wouldn't be where you placed it in game.

So in conclusion it seems like something weird is going on. The only thing I can think of is a new kind of control point or a bug in the control point filtering when calculating the boundaries. If there was just blacked out triangles you can make those visible in the database preview. I don't see anything.


EDITED: If I had to guess I suspect that SOM_MAP does some special adjustments to the doors based either on their CPs. Or the extra data in the PRF file after the 82nd byte (the last byte turns the XZ rotation lock off; that still leave 23 bytes unaccounted for with no obvious purpose. Edited: the 82nd byte is actually 2 bytes just for the record. Its 16bit that is)
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Re: I need a custom door proof of concept - by HolyDiver - 2013-04-10, 12:28 PM



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