HitBox resource help.

Expanding and utilizing the engine via C++.
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LoLJester
Posts: 40
Joined: Thu Aug 13, 2015 5:58 pm
 
by LoLJester » Fri Jan 12, 2018 6:49 am
Hello,

I need help with this resource on GG's website: http://www.garagegames.com/community/re ... view/6538/ and the ported one on GitHub: https://github.com/Azaezel/Torque3D/tre ... boxes_rev2

Only problem that I have with this resource is that, although the hitbox is recognized on preload, the rayCast won't hit (during runtime) a shape exported to COLLADA that has a "-1" (or any) level of detail mesh attached to an animated bone.
My hitbox is named HBa-1 and weighed to an animated head bone. I chose the "-1" level of detail so that the hitbox remains invisible during the game.
I know about the stock hitbox feature that uses the shape's divided bounding box as hitboxes, but it is not useful for big enemies that have one or two small vulnerable spots.
I use Unwrap3D to export to DAE or DTS.
Happenstance
Posts: 23
Joined: Sat Apr 11, 2015 9:08 pm
by Happenstance » Mon Jan 15, 2018 3:00 pm
Does raycast return a hit if you don't use a detail level? Does the shape editor show all of the hitboxes when you inspect the model?
Duion
Posts: 868
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Mon Jan 15, 2018 3:20 pm
Are you planning on open sourcing the implementation? I'm really interested in having it in the engine as well.
Azaezel
Posts: 388
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Tue Jan 16, 2018 12:24 am
Have you accounted for the castRayEA defintiion, https://github.com/Azaezel/Torque3D/blo ... n.cpp#L255 ? Animated bone attachments should work... half the reason I chose to leave that as a visible LOD and just set the things to transparent our end was so it was easy to change the material back and check that 'yeah, these things are indeed moving, and yeah, that hit did hit...
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