Author Topic: Uniqure ID's and Terrain/Cliff. (Morhping solution and Cliff theory)  (Read 2164 times)

Coldfusionstorm

  • Golem
  • ******
  • Posts: 868
    • View Profile
So, I was thinking about the morph problem.
The current problem in a nutshell is that you have a SINGLE unique ID, you recognize units on.

The solution is to introduce a ID and a NAME(or just a extra name feature since we already have one identifier).

So that you have a  :NAME_ID
And a game internal :UNIQUE_ID

Now when you want to morph, you just have 2 units with a Different unique ID. but with the same:Name Display ID.

Now with this option it also opens up more options for different skills and ability's etc, etc.

The Proposal: "Simply" add another XML option to a unique ID. it would not be required and would thus keep backwards compatibility.

(I can provide a XML example if there is interest in this method of ID's).

Cliffs.

This is my understanding of cliffs atm.
The current way of making cliffs is to change a value in a terrain cell with a certain value ( - negative for down and + positive for up).
In addition all cell's are smoothed out.

I also noticed last I used the editor there were 2 different height/hill modifiers, these would do nice so as to modify one to do cliffs, and the other to hills and the like.

My proposal to a solution:
Make the rise for each level higher so that collision/ground mapping get a higher rise. and turn smoothing off for cells or make the smoothing cell based so that you can still use smoothing some places.

Hopefully these suggestions are usefull to glest so that we can have archers on cliffs,tanks and/or bases build on top of protected platues whatever suits the mod/game :).

EDIT:

Upon wondering about the heigh stuff i came across some (possible) obstacles.
Unit view distance.

How would this be calculated?, Obivously we dont want ground units to be able to have view on top of a steep cliff.

So I was thinking about planes.

Attackable plane (which plane the unit is able to be attacked on)
Attack plane (which plane the unit is able to attack at)
Location plane (which plane the unit exists on). This plane "could" be a little more configurable, basically my idea was to have this act like some sort of current dimension. the location plane would also have to be some sort of height map.

All these planes are/should be able to be configured so it would be able to have several planes inter the location plane is obviously the most advanced plane, were the others basically could have a couple of options for have links to different planes.

Fx a unit could have:

<attackable plane"air">
<attack_plane"air","ground">
<location_plane"ground"Magic",>

now the location_plane here would add the normal height_map, which would add the ground height map, so that the engine would know how the unit is handle and the unit is allowed "view on one level of "ground" were as "air" would have several's level of view because of it's height. this is if you think of ground level as values from -5 below water to 0 ground and 5 as mountains that would also give something about 4-7 levels to build fun different landscapes.

NOTE: i was actually thinking of a tag system were a unit simply are given the properties it is tagged with. so a unit would look like this

sound crash
sound fly
sound lift off
sound attack hit (wood? or dependent on armor type?)
sound attack initiated
stat-food supply 2
stat-race Barfny
stat-ep 1
stat-armor 1
stat-health 100

Hopefully you get the point of the tag system, the obvious problem is that very advanced units would be really complex. but that almost make out it self.

Also, PLEASE comment if you like this or not or have any suggestions.
« Last Edit: 12 June 2010, 04:47:49 by -Archmage- »
WiP Game developer.
I do danish translations.
"i break stuff"

Little Helper

  • Guest
Question! what about AIs? Wouldn't it be harder for AI's to find path with cliff terrains? What about buildings on the cliffs? Like big buildings?

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Very interesting ideas! :thumbup:

I went through your post and fixed a few(a lot actually, no offense) spelling mistakes. Hope you don't mind. :)



Quote
Question! what about AIs? Wouldn't it be harder for AI's to find path with cliff terrains? What about buildings on the cliffs? Like big buildings?

Make the cliffs un-walkable, and I think the game already makes sure that no cell on the cell map of a building is in an un-walkable area.

I think more of a problem would be getting the tilesets fitted, and the map editor fitted to create/show cliffs properly.
Egypt Remastered!

Proof: Owner of glest@mail.com

Coldfusionstorm

  • Golem
  • ******
  • Posts: 868
    • View Profile
no, im just glad you did it, it was late when i wrote the last half :), and when i wrote these i also were thinking about the subjects so wasn't really paying attention to the gramma.

hmm, i dont know how tile set's are applied, so i cant say something about this i can imagine that they are fitted on a "per cell basis". we could proerpy modify the brush so that you could have uneven egdes so that it could overlap a little. im not sure how hard this would be to use since we dont have a 3d editor :/, hmmm.
« Last Edit: 12 June 2010, 14:27:47 by Coldfusionstorm »
WiP Game developer.
I do danish translations.
"i break stuff"

ultifd

  • Airship
  • ********
  • Posts: 4,443
  • The Glest Video Guy :) The one and only. :P
    • View Profile
    • My Youtube Channel
hmm...great ideas!  :thumbup:
maybe this can help zombiepirate later?  :|
hmm...interesting...

Coldfusionstorm

  • Golem
  • ******
  • Posts: 868
    • View Profile
well, im glad you like them, what is zombie pirate doing wheren this could help him?. im not fimilar with his work?.

could somebody throw a link to me?
WiP Game developer.
I do danish translations.
"i break stuff"

ultifd

  • Airship
  • ********
  • Posts: 4,443
  • The Glest Video Guy :) The one and only. :P
    • View Profile
    • My Youtube Channel
well, im glad you like them, what is zombie pirate doing wheren this could help him?. im not fimilar with his work?.
could somebody throw a link to me?
https://forum.megaglest.org/index.php?topic=5117.0
I think he helped on the editor...so I thought...
well, hmm...

 

anything