Ratte Posted March 20, 2008 Share Posted March 20, 2008 I'm a passionate coop player and want to play also like in [Ghost Recon]. Less assault, more recon with the possibility to sneak and observe the enemy to plan the tactic. I want to create a set of plants, bushes, trees, grass which are nontransparent to the ai. I think thats the key point. I mean in a game called ghost recon there is no concept of defilade??? I created a new bush, just for testing, some crossing planes etc... it is necessary to define in the materials.xml in which way the texture is shown on the (bush)planes. That means for a good appearance a part of the texture has to be transparent. With this settings... <?xml version="1.0" encoding="ISO-8859-1" ?> <materials> <material name="bush" src="diffuse_alpha_masked_instanced"> <diffuse_texture file="kleiner_busch_df"/> <opacity_texture file="kleiner_busch_df"/> <clip_plane value="0 0 -1 85000"/> </material> </materials> .... the bush looks good, but the ai can look through as if there is nothing. Is there a possibility to define that the ai cannot look through plants, maybe with an additional body that enclose the bush with an own material specification and invisible to the player? Thanks for help Quote Link to comment Share on other sites More sharing options...
Invisible Posted March 21, 2008 Share Posted March 21, 2008 Possible i think it is,because in game when you shoot or see from bushes it works,but you need from someone who know the script from the game Quote Link to comment Share on other sites More sharing options...
xdxxdy Posted March 23, 2008 Share Posted March 23, 2008 (edited) hi Edited March 25, 2008 by xdxxdy Quote Link to comment Share on other sites More sharing options...
xdxxdy Posted March 23, 2008 Share Posted March 23, 2008 (edited) data\objects\ostacolo.xml <?xml version="1.0" encoding="ISO-8859-1" ?> <dynamic_object xmlns:xi="x"> <diesel file="/data/objects/ostacolo.diesel" orientation_object="root_point"/> <body name="ostacolo" editable="true" start_active="true" remove_ray_type="body" add_ray_type="novis" template="no_collision"> <object name="root_point"/> <object name="ostacolo" hidden="true" collision_type="box"/> </body> </dynamic_object> Edited March 25, 2008 by xdxxdy Quote Link to comment Share on other sites More sharing options...
Ratte Posted March 24, 2008 Author Share Posted March 24, 2008 I found another prop, the right one i think, named vis_block. And I´ve created a new object with this definitions: <?xml version="1.0" encoding="iso-8859-1"?> <dynamic_object xmlns:xi="x"> <diesel file="/data/objects/plants/gt_busch01/gt_busch01.diesel" materials="/data/objects/plants/gt_busch01/materials.xml" orientation_object="root_point"/> <!-- Decal Surfaces --> <decal_surfaces> <ds_mesh object="gt_busch01" material="gt_busch01" hidden="false"/> </decal_surfaces> <!-- Collision --> <body name="gt_busch01" editable="true" tag="wood" template="static"> <object name="root_point"/> <object name="gt_busch01" collision_type="no_collision" hidden="false" /> <object name="collision" collision_type="capsule" hidden="true"/> </body> <body name="vis_blocker" template="no_collision" editable="true" add_ray_type="no_vis"> <object name="root_point"/> <object name="vis_block" collision_type="box" hidden="true"/> </body> <graphic_group> <object name="gt_busch01" shadow_caster="false" hidden="false" instance_struct="world_tm_ambient_cube"/> </graphic_group> <lightmap> <object name="gt_busch01" height="32" width="32"/> </lightmap> </dynamic_object> It works, but the problem is, now i cannot shoot through, what defines that? Quote Link to comment Share on other sites More sharing options...
B52 Posted March 25, 2008 Share Posted March 25, 2008 (edited) <decal_surfaces> <ds_mesh object="gt_busch01" material="gt_busch01" hidden="false"/> </decal_surfaces> <decal_surfaces> <ds_mesh object="gt_busch01" material="stone" hidden="false"/> </decal_surfaces> "Stone" are for examples! Edited March 25, 2008 by =TanAtoS=B52 Quote Link to comment Share on other sites More sharing options...
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