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Buildings in the editor

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dewi316
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Post by ThePhantomMenace Sun 06 Oct 2013, 01:47

Buildings in the editor Ofdr_210

Buildings in the editor Ofdr_211

Why would I lie??

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Post by dewi316 Sun 06 Oct 2013, 16:42

So the million dollar question! Can it be done?
What I mean is with proper physics for the buildings.
While were on the subject as well as buildings could you render the bridges, fences, radio masts, brick garden walls around the houses that sort of thing, obviously to make new towns and villages.
Was also thinking about the submarine anchored in the Port, I was thinking about a covert op. where you were tasked to blow up a pen full of submarines, fingers crossed
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Post by ThePhantomMenace Sun 06 Oct 2013, 16:52

dewi316 wrote:So the million dollar question! Can it be done?
What I mean is with proper physics for the buildings.
While were on the subject as well as buildings could you render the bridges, fences, radio masts, brick garden walls around the houses that sort of thing, obviously to make new towns and villages.
Was also thinking about the submarine anchored in the Port, I was thinking about a covert op. where you were tasked to blow up a pen full of submarines, fingers crossed
Yes, yes and yes.  AFAIK if we can figure out how to fit the physics to the model, which I believe is in that file listing from Zeewolf, we can get anything into the editor as a placeable object via the entity database.  We almost had it a while back, but this was the brick wall we encountered.  That list might be the breakthrough we've been waiting for.


edit- I should clarify this statement.  As long as we can figure out how to associate the proper file containing the physics data and apply it with the model in the DB, there's no limit to what we can do.
As to whether or not we can do that, we will find out in due time Wink

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Post by TheGeneral Sun 06 Oct 2013, 23:26

If ya pull it off mate! This would be the biggest update the game has ever had!Twisted Evil
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Post by John J. Stevens Tue 08 Oct 2013, 14:31

true that - 1I always thought that the physics data was natively associated to the objects themselves - this is why we can place oil drums anywhere and they will react with the environment even show their damaged model as well - why would a building be any less exposed to this relationship irrespective of its location?

inquiring minds...
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Post by ThePhantomMenace Tue 08 Oct 2013, 20:29

John J. Stevens wrote:true that - 1I always thought that the physics data was natively associated to the objects themselves - this is why we can place oil drums anywhere and they will react with the environment even show their damaged model as well - why would a building be any less exposed to this relationship irrespective of its location?

inquiring minds...
The associations are made somewhere along the line before they are placed in the editor.  That is where the problem with buildings lies.  They make the associations somewhere we haven't seen to get them into the map with physics.  If you look at the vehicles in the database you can see how the rendered files are associated with the physics models and skeletons of the vehicles.  I suspect this to be the case with the buildings.  If we can figure out how to make the associations between the rendered entity and it's physics we'll be able to pull this off.  The problem before was that we didn't even know what files we were looking for, but thanks to the file list from zeewolf we have something to go by.  It's been a while since I had tinkered with the db, but I'm going to persue this for sure.

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Post by Zeewolf Wed 09 Oct 2013, 19:07

Well from what I can see only the models for the placeable objects already included in the editor actually have physics skeletons (.hkx) and coverhints (.hints) files for them in the win_000 files. This might be what's stopping you. Of course that leaves the question open as to where the equivalent data for pre-placed objects is held...

I guess you could make files for them if you knew the required format of an .hkx you could make one, same with the .hints files. These could be placed in equivalent paths externally as mods. Looks like some are small enough to extract intact if you fancy some reverse engineering.

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Post by John J. Stevens Wed 09 Oct 2013, 22:06

See the point about fixed buildings and that may be infact baked into the island (sort of speak)
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Post by dewi316 Thu 10 Oct 2013, 20:58

Hows the patient Doc. This sitting in the waiting room is battering my brain. Please could we have a full update and progress report, dont spare us the details we can handle it. Any signs of life?
 
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Post by TheGeneral Thu 10 Oct 2013, 23:15

Dewi, hold ya horses matey! This may be a massive leap for DR but remember, to make a massive leap requires preperation. 

We'll just have to watch this space for now. I don't know for sure if he's even started anything yet. I know that RL is high priority at the moment. We've waited this long i'm shre we can wait a little more. But in saying that we are not sure that it can even be done the way we want yet. Wink
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Post by Regg Sat 12 Oct 2013, 03:01

This is amazing! I had managed to get the file listing once, but later couldn't remember how. It looks like you can get the Havok tools for free, so you can work with the hkx files. If you need 3ds max, let me know.
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