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Using Rubble on Maps

Posted: Thu Nov 13, 2008 4:48 pm
by Mobius
I can't figure out how to handle rubble on a map. Rubble/ruins meshes don't seem to have mount points so it will only be some sort of obstacle. But ruins color code allows tracked vehicles to move over ruins. If this is set to hasheight=true the model will go up and over the top of this. As some ruins have chimneys sticking up this may look kind of odd with a tank perched on top. If the ruins is set to hasheight=false tanks and other units pass through the rubble like phantoms. That may not look so good either.

Just puzzling.

RE: Using Rubble on Maps

Posted: Thu Nov 13, 2008 5:14 pm
by rickier65
I thought some of the ruins/rubble was mountable. But perhaps I'm mistaken. If some are and some aren't that might not be good. I'd hate to head somewhere for cover then not be able to enter.

I think I ended up letting the infantry and tanks move through walls to avoid the Has_Height bug talked about elsewhere. Does that not affect rubble then? Maybe careful designer would put Has_height attribute on rubble with no chimney, and not on rubble with Chimney.


Rick

RE: Using Rubble on Maps

Posted: Thu Nov 13, 2008 5:42 pm
by Stridor
Not all rubble has mount points.

If you want a piece of rubble to have a mount point then it is trivially easy to add for anyone with even a modicum of modelling skill (see the tutorials).

In terms of vehicles the golden rule is not to break the physics engine. If you set hasheight to true all gradients for all approaches should be positive and finite. Even keeping this rule in mind the vehicle physics engine shouldn't be pushed too hard as it will break.

Regards

S.

RE: Using Rubble on Maps

Posted: Fri Nov 14, 2008 1:27 am
by Mobius
It does seem to be a shame that rubble can't be used for cover and hull down.
Mraah found that hasheight needs to be used for a structure model to cut the LOS and create a hulldown to a tank behind it. Hasheight can't be used without some very fancy map painting in this case to prevent infantry or tanks from moving to the high points of the ruins model. Otherwise it has to sit on impassible map areas.

RE: Using Rubble on Maps

Posted: Fri Nov 14, 2008 5:46 am
by Mraah

Mobius,

Yeah, the trick to make it work is the fancy paint job.

HasHeight objects can be mountable, by the way (if it has bones). The only difference is that the model won't go transparent when mounting.

The only way to make a proper rubbled structure is to make it into several peices ... the walls and roof are two totally different models. The walls are tagged as hasheight and painted with impassable while the roof sits on top as a normal model with the terrain coded as ruins. You can tag the roof object as having mount points to support the infantry (or you can make an invisible flat model with mounting points, like a dummy model) and the tanks can go "under" the roof and sit next to the walls for the hull down cover.

They are alot of tricks but it takes awhile to build it.

Rob