Jump to content

Remake of wilderness


Ratte
 Share

Recommended Posts

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??? :hmm:

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

Link to comment
Share on other sites

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 by xdxxdy
Link to comment
Share on other sites

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?

Link to comment
Share on other sites

<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 by =TanAtoS=B52
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...