Author Topic: new feature rotated climb  (Read 1523 times)

titi

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new feature rotated climb
« on: 12 July 2011, 00:01:51 »
You can now make for example tanks which are rotated along the x- and z-axis when driving up or down a hill ...
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titi_son

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Re: new feature rotated climb
« Reply #1 on: 12 July 2011, 00:03:19 »
Syntax is like property burnable:
Code: [Select]
<properties>
<property value="rotated_climb"/>
</properties>
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titi

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Re: new feature rotated climb
« Reply #2 on: 12 July 2011, 00:04:34 »
attention, particles are not rotated yet .....  :(
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Omega

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Re: new feature rotated climb
« Reply #3 on: 12 July 2011, 00:27:04 »
Wiki'd. You're always welcome to add them to the wiki yourself when you release new features.
« Last Edit: 18 June 2016, 18:41:30 by filux »
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ElimiNator

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Re: new feature rotated climb
« Reply #4 on: 12 July 2011, 01:27:19 »
Some thing is wrong with the rotated climb...
The worker doesn't even have it.
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titi

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Re: new feature rotated climb
« Reply #5 on: 12 July 2011, 08:48:31 »
Damn, I had so many trouble with this feature but I thought it would be ok now :( . We tested a lot and it looked like it was ok now...
I saw that softcoder already checked in something trying to fix it does it work yet?

@Omega:
I only want to add features to the wiki if they really work (and best only if they are available in an official release). But its hard to remember all stuff you made, so maye it can be added at least if it works.

Update: Looking at the fix of softcoder I think It will work now:
http://sourceforge.net/apps/trac/megaglest/changeset/2471/trunk/source/glest_game/type_instances/unit.cpp
These kind of dumb things happen if its too late ..... , sorry for that
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tucho

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Re: new feature rotated climb
« Reply #6 on: 12 July 2011, 12:44:17 »
Hi Titi, we added this feature in earlier Glest versions, but we finally delete it because the effect looks a bit weird, I hope you get to do it better than us.
keep up the good work
Cheers

titi

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Re: new feature rotated climb
« Reply #7 on: 12 July 2011, 12:48:23 »
Hi, yes, first I used what I found, but it was buggy ....
Now its done another way and looks better :)
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ElimiNator

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Re: new feature rotated climb
« Reply #8 on: 12 July 2011, 20:31:04 »
So what exactly dose this do? When the unit goes up a hill it spins?
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titi

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Re: new feature rotated climb
« Reply #9 on: 12 July 2011, 21:31:46 »
if you drive/walk up a hill the model is rotated so that it drives up the hill...
Usually glest models keep their x-axis z-axis rotation even on steep parts of the map.
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ElimiNator

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Re: new feature rotated climb
« Reply #10 on: 13 July 2011, 02:24:27 »
OK, so this would be good for big cannons or tanks.
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Omega

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Re: new feature rotated climb
« Reply #11 on: 13 July 2011, 07:02:23 »
A picture is worth a thousand words:


It should only generally be used on things that have a large base or walk on more than 2 legs.
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Re: new feature rotated climb
« Reply #12 on: 13 July 2011, 08:14:16 »
Very nice.  :thumbup:

Mr War

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Re: new feature rotated climb
« Reply #13 on: 13 July 2011, 14:23:12 »
U could make the angle fixed, like 20 degrees, and lower the model by a 0.5 rather than dynamically calculating stuff.

titi

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Re: new feature rotated climb
« Reply #14 on: 13 July 2011, 14:25:52 »
I don't get what it should be good for :/
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Mr War

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Re: new feature rotated climb
« Reply #15 on: 13 July 2011, 16:15:35 »
My suggestion? I'm not a programmer (as evidenced by how bad my VBA is), but I was suggestion simplifying the specification. From the screenshots it looks like the angle of rotation is variable, so I'm assuming it's  calculated based on the relative elevations of the tiles around. I imagine calculating it must be a pain to work out especially when it's not going straight up the hill. But I imagine it'd look fine if you just used assumptions in the angle.

Nontechies trying to help is probably annoying, sorry if I'm wasting your time here