Posted: Wed Aug 31, 2005 8:53 pm
would it be possible to mod it so light things can be picked up and swung around?
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Per-polygon hit detection. That means that you can tell when an object "touchs" another object by looking at each of the ploygons that is making up those models. Current UT2k4 supports this but it will turn your UT2004 into a power point presentation So this would be the most acurate form of hit detection. Our current melee uses bones in the weapons and taces them to see if its a hit. How much better would to look at the model of the weapon and the model of the player and if the two are touching (meaning looking at the polygons of each model, so any of them touch), then its a hit.1) What is poly hit detection?
Most objects in unreal will use the standard form of collision wich is a cylinder shape (ie coke can, or beer can, mt dew can, ect). This collision is used to detect hits in UT2k4 and all other physics that the player pawn has on it while its alive. Its the same for pickups, ect. All Unreal engines have a limiation where you can not rotate this collision cylinder at all. So no matter of the model, flips,spins twrils the collision stays the same For some objects like a projectile its not a big issue. However for other objects it is. Consider a staff weapon. The pick up model will have a cylinder collision. Now we can only change the hieght or radius of that clynder. But how do we cover a staff when the staff is laying down on the ground?2) Soda can collision? What do you mean objects don't turn or rotate because of soda can collision?
Hmmm...jb wrote:Our current melee uses bones in the weapons and taces them to see if its a hit. How much better would to look at the model of the weapon and the model of the player and if the two are touching (meaning looking at the polygons of each model, so any of them touch), then its a hit.
Sorry, didn't really understand...jb wrote:Most objects in unreal will use the standard form of collision wich is a cylinder shape (ie coke can, or beer can, mt dew can, ect).
Not really. Right now the code traces between the different bones in the weapons. In order for an object to "be hit" in the trace that objects collison must be in the way of the trace. We also have tried to place the bones at/near the weapon edges so we try to get the best possible hit detection that we can. As you can see while our system works and is pretty good, its by no means ideal. Per Poly hit detection would remove the need to have bones, would remove the trace calls and allow for almost a perfect hit dection system.So you're saying that if a bone passes through an object but doesn't hit another bone, no hit will be detected?
Naw, its my fault. Here let me use a picture. I will borrow malcom. This first picture show Melcom in the 4 view of UE:Sorry, didn't really understand...
Sounds Logical. So basically, Bones suck skin rulz...jb wrote:Not really. Right now the code traces between the different bones in the weapons. In order for an object to "be hit" in the trace that objects collison must be in the way of the trace. We also have tried to place the bones at/near the weapon edges so we try to get the best possible hit detection that we can. As you can see while our system works and is pretty good, its by no means ideal. Per Poly hit detection would remove the need to have bones, would remove the trace calls and allow for almost a perfect hit dection system.
I see... (Though it isn't Malcolm you're using it's Othello )jb wrote:See how the collision never changes? We can twist, flip and spin him all which way but the collision is the same as if he was standing upright. If we used collision of the melee weapons for hits it would never work out. We could get the collion to aline nicely to a sword, when the sword was standing upright on its hilt. But as you then attach that sword and swing, its collision would always remain upright, even though the sword was moving at different angles which would result in very bad hit detection...
Make sense now?
That or consider this. You hold the sword upright. The collision matches. You then trust your sword into an enemys chest, not all the way say 70 of your sword. Since the collision would only be cylinder shape it would be perpendicular to the players collision but would not touch it, it would not follow the blade of the weapon and it would not detect the hitso basically, you can hit, even if u miss awefully with this "coke can" method
Yes the poly should be almost perfect hit detection. With the only drawback of it being heavy on the performance. But with a dedicated PPU.....And if we can always look at ways to optimize it so to save as much cpu/ppu/gpu power as we canBit if u used the poly hit thing, it would work alot better
but would hit ure cpu alot degrading game performance and play
Sorry to casuse confusion. The bones have nothing really to do with collision. They were created as a work around as we could not relay on just using collision allone to detect hits. And we could not use per poly. So we use the bones in the weapons to help us detect when that weapon hits a players (or walls) collision.Neways, so you're saying that there are three hit systems:
1) Collision
2) Poly hit
3) Bones
and currently you're using bones cause:
(1) Cannot be rotated, etc
(2) cannot be computed by the computer without slowing it down like hell
I think these are both the other way roundlord_kungai wrote:and currently you're using bones cause:
(1) Cannot be rotated, etc
(2) cannot be computed by the computer without slowing it down like hell
Physic Processor UnitYahooadam wrote:i know what a cpu and gpu is, but ppu :s
and where is that in my computerjb wrote:Physic Processor UnitYahooadam wrote:i know what a cpu and gpu is, but ppu :s
*sigh*Yahooadam wrote:I think these are both the other way roundlord_kungai wrote:and currently you're using bones cause:
(1) Cannot be rotated, etc
(2) cannot be computed by the computer without slowing it down like hell
They can be rotated, and the they can be computed by the computer without slowing it down alot
Also, changing a previous question:lord_kungai wrote:and currently you're using bones cause:
Item number one on previous list [represented by (1)] cannot be rotated
Item number two on previous list [represented by (2)] cannot be computed by the computer without slowing it down like hell
Where item number one from the above list refers to the cylinder thing jb showed us, item number two on the above list refers to the new and improved software that will hit the market with a loud "THWAP!" soon and item number three does not refer to the stuff that goes crack when you are being run over by a tank, but is the stuff that is used to construct dynamic objects (such as bibeds and melee weps) and help detect collisions.lord_kungai wrote:Neways, so you're saying that there are three hit systems:
1) Soda Can Collision
2) Poly hit
3) Bones
A bone is used in animating. A modeler maps the verts (corner points of a poly) of a mesh (model) to them so when they are moved the mesh will deform (appear to move) They are not normaly used for anything other then creating animations. IE: every model that is animated has bones. Static Meshes do not have bones. They do not move. Epics Vehicles use attachment points as bones, but dont use actual bones.and item number three does not refer to the stuff that goes crack when you are being run over by a tank, but is the stuff that is used to construct dynamic objects (such as bibeds and melee weps) and help detect collisions.
I understand... they are the base structure of the model that is to be animated... literally the 'skeleton'. This sounds like 3Ds max...LoQtUS wrote:A bone is used in animating. A modeler maps the verts (corner points of a poly) of a mesh (model) to them so when they are moved the mesh will deform (appear to move) They are not normaly used for anything other then creating animations. IE: every model that is animated has bones. Static Meshes do not have bones. They do not move. Epics Vehicles use attachment points as bones, but dont use actual bones.
*Cringe!*LoQtUS wrote:FYI: I really enjoy boning a model