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Author Topic: Trenches Hedge grows ect tech question  (Read 1399 times)

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soliceseven

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Trenches Hedge grows ect tech question
« on: 19 Feb 2003, 09:53:46 »
first post and a bad speller sorry if its been asked
a couple of questions as far as trenches go

since the ai will now move into differnt parts of bulidings (by the way does anyone know how that works?) if say someone creats a map with sevral 50m by 50m depressions then some 50m by 50m models of flat ground with trenches would the ai move in them and to correct the issue of them goint prone would it be possable to make a model of a soldier in a firing position that you could order soldiers into(like the wet suit addon)you could make these sections modeled with terain like bulidings trees ect.

also as you all know the cover train in flash point sucks there is know grass like in real lfe to hide ect here is my question while a lot of grass hedgegrow models would slow down the frame rate to a crawl would making very large models that contain blocks of train fetures speed up preformance? also would very small island areas speed up preformance with lots of train models?

please comment

Kaliyuga

  • Guest
Re:Trenches Hedge grows ect tech question
« Reply #1 on: 19 Feb 2003, 10:49:48 »
Hey SoliceSeven, welcome to the forums :wave:


since the ai will now move into differnt parts of bulidings (by the way does anyone know how that works?)
 
The designated positions inside of buildings are in the p3d model of that building,  there is a "paths" LOD, which you use to define the paths AI use to move through out the building... then you designate points on those paths as position numbers


 Your ideas on the faux trenches sound possible to me.... though I haven't done too much experimenting with it yet.  I do plan on making some rather unique bunkers at some time in the near future, and may very well come upon some of the same issues that you would when making trenches of this sort......  I believe there are other people out there who are working on some version of trench that may be able to give you some more concrete information

Also, you asked:
"while a lot of grass hedgegrow models would slow down the frame rate to a crawl would making very large models that contain blocks of train fetures speed up preformance"

 I'm not sure you would see any difference in using lots of small, individual models representing the grass and bushes or making one model of the lot of it... because it still comes down to polygons, and the larger object would perhaps have even more polygons because of the extra faces  needed to act as the "soil" connecting them all together in your example.....  

regarding the small island idea, I have been working on an island for quite some time now that is alot smaller than any of the official ones, but absolutely packed with  trees and bushes, and has one rather large city on it ,  I find it loads quicker, and never really lags , but mostly it will be  alot easier to complete ;)  

:cheers:
Kaliyuga

soliceseven

  • Guest
Re:Trenches Hedge grows ect tech question
« Reply #2 on: 19 Feb 2003, 10:57:10 »
thanks alot kali  
hey guys ant comments on this stuff would be great i think the terain issues are one of the biggest hindrences to simulatin combat in flashpoint cover is paramount to inf and armor missions
please help

soliceseven

  • Guest
Re:Trenches Hedge grows ect tech question
« Reply #3 on: 21 Feb 2003, 05:06:11 »
anyone else have any ideas??????