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DayOfWar Interior Portal Render Test
DayOfWar Interior Portal Render Test
| Name: | Bill Vee | |
|---|---|---|
| Date Posted: | Jan 27, 2008 | |
| Rating: | 4.3 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Bill Vee |
Blog post
This is kind of a justification to my earlier pain killer induced blog/rant about portals.
What I needed was to have interiors with large open doors with most of the interior to be in or under the terrain for hanger type structure. The problem as many know is the terrain will render inside of the interior if viewed from outside the interior looking in and ruin the effect. After searching the site for an answer I finally settled on this.
This video is a small test I created to show it off.
Now that fixes the appearance but objects will still collide with the terrain.
Not a problem.
Consider the following code
This is the script for a trigger that basically changes the collisionmask to remove the legacy and atlas terrains from the mask.
Arrange the trigger around the terrian inside the interior and as the player steps into the trigger it "turns" off terrain collision and when it leaves it "turns" it back on.
The setMaskNoTerrain and setMaskNormal function are ConsoleMethods added to the the player and FlyingVehicle classes that handle the turning off and on of the terrain collision.
Some more work is needed but you get the idea.
If the community finds this useful I could post a resource for it.
What I needed was to have interiors with large open doors with most of the interior to be in or under the terrain for hanger type structure. The problem as many know is the terrain will render inside of the interior if viewed from outside the interior looking in and ruin the effect. After searching the site for an answer I finally settled on this.
This video is a small test I created to show it off.
Now that fixes the appearance but objects will still collide with the terrain.
Not a problem.
Consider the following code
datablock TriggerData(TerrainMaskTrigger)
{
// The period is value is used to control how often the console
// onTriggerTick callback is called while there are any objects
// in the trigger. The default value is 100 MS.
tickPeriodMS = 100; // 1 Sec
};
function TerrainMaskTrigger::onEnterTrigger(%this,%trigger,%obj)
{
Parent::onEnterTrigger(%this,%trigger,%obj);
error("%con1.className= "@%obj.getClassName());
if(%obj.getClassName() $= "Player" | %obj.getClassName() $= "FlyingVehicle")
{
%obj.setMaskNoTerrain();
}
}
function TerrainMaskTrigger::onLeaveTrigger(%this,%trigger,%obj)
{
Parent::onEnterTrigger(%this,%trigger,%obj);
if(%obj.getClassName() $= "Player" | %obj.getClassName() $= "FlyingVehicle")
{
%obj.setMaskNormal();
}
}
This is the script for a trigger that basically changes the collisionmask to remove the legacy and atlas terrains from the mask.
Arrange the trigger around the terrian inside the interior and as the player steps into the trigger it "turns" off terrain collision and when it leaves it "turns" it back on.
The setMaskNoTerrain and setMaskNormal function are ConsoleMethods added to the the player and FlyingVehicle classes that handle the turning off and on of the terrain collision.
Some more work is needed but you get the idea.
If the community finds this useful I could post a resource for it.
Recent Blog Posts
| List: | 05/31/08 - DayOfWar Six Degrees Of Freedom Camera System 05/26/08 - DayOfWar Player Controls 05/08/08 - DayOfWar more Asteroids 05/05/08 - DayOfWar Moons/Asteroids 04/28/08 - DayOfWar Oceans 04/07/08 - DayOfWar SixSidedSpheres 2nd try 04/07/08 - DayOfWar SixSidedSpheres 02/22/08 - DayOfWar is a Finalist. |
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Submit your own resources!| Francis (Jan 27, 2008 at 22:35 GMT) |
| Andrew Brady (Jan 27, 2008 at 23:58 GMT) |
| Dave Young (Jan 28, 2008 at 00:34 GMT) |
| Johnny Hill (Jan 28, 2008 at 02:47 GMT) |
| Will Zettler (Jan 28, 2008 at 03:43 GMT) Resource Rating: 3 |
I'm with Andrew on this... looks sharp and yes it should be released to help us better understand the engine. Looking forward to more of your tips... keep it up.
Will
dlstorminc@yahoo.com
Waskom, Tx
| Ben Sparks (Warspawn) (Jan 28, 2008 at 16:03 GMT) Resource Rating: 5 |
| Ben Acord (Jan 28, 2008 at 19:20 GMT) Resource Rating: 5 |
| Bill Vee (Jan 29, 2008 at 15:32 GMT) |
I needed one more feature added so I am currently coding it to take a "stencil" texture to be used for irregular shaped openings.
Just so everyone knows this is a TGEA solution.
If I could figure out how to do a render-to-texture in TGE I would post a resource for that.
| Mikael Pettersson (Jan 30, 2008 at 05:39 GMT) |
| Bill Vee (Jan 30, 2008 at 13:22 GMT) |
It kinda works now but high speed projectiles are hitting the the terrain before the trigger event.
The solution will have to be another resource. I am experimenting with ray casting before firing the projectiles to see if terrain collision can be turned off there.
| Mikael Pettersson (Jan 31, 2008 at 06:32 GMT) |
Well .. i dropped you a mail last night about helping out with a website for you ... i will await your reply.
| Bill Vee (Jan 31, 2008 at 12:59 GMT) |
Didn't realize until last night that it is 3 separate resources.
1. Terrain occluding portal.
2. Trigger aware projectiles.
3. Script changeable collision masks.
I think I will post it as one resource for now since the desired effect is to be able to look into an interior from the outside and not see the terrain as well as shoot into it and the projectile not hit the terrain and for player/vehicles to go into it and not collide with the terrain.
I still have a little coding left on the portal to do. Just to clean it up a little, it is based off the waterblock code and I need to remove a lot of stuff not related to the portal.
I should be able to post it by this weekend.
@Mikael I sent you a reply.
| Bill Vee (Feb 09, 2008 at 07:07 GMT) |
I just finished my demo for the instantaction contest and its 1:00AM now.
I need some sleep. I will try and finish the resource as soon as I can.
| Bill Vee (Feb 10, 2008 at 22:21 GMT) |
It hasn't been approved yet but the link is here
Edited on Feb 10, 2008 22:22 GMT
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4.3 out of 5


