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Author Topic: Buildings in town  (Read 29064 times)
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lockie
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« on: February 22, 2012, 12:00:53 PM »

First try to put in the game a building Cheesy
Well, to say the true - there's no difference at all, if we compare building vs bunker(DOT). Place a several turrets vs MG+RPZ and we'll have a tank(bulding) in the town Wink (same as hangar)
 Building model made by Donken.

   
« Last Edit: December 30, 2013, 02:49:51 AM by lockie » Logged

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starnon5
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« Reply #1 on: February 22, 2012, 02:51:56 PM »

Good work!  How does the AI react to it? Does it block their sightlines and wayfinding?  I see the troops have made a nice home in the building!
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Donken
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« Reply #2 on: February 22, 2012, 03:00:20 PM »

How does the AI react to it? Does it block their sightlines and wayfinding?

This is one thing we are going to investigate. Hopefully its gonna work fine. Hold your thumbs Cheesy

And this building complex is made of 2800 vertices and 2300 polys. I can probably make it alot less. But that is also something thats need investigating. To find out the limit of poly count (without slowing it down to much) on the map and stuff like that. This is just a very big experiment.
« Last Edit: February 22, 2012, 03:05:48 PM by Donken » Logged

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starnon5
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« Reply #3 on: February 22, 2012, 03:29:12 PM »

What about roads and paving? I imagine that SF engine couldnt manage that with the terrain mesh so would instead have to be a low, flat object itself...and would tanks drive over it?
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Donken
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« Reply #4 on: February 22, 2012, 03:39:54 PM »

There are two ways to make roads, either make a road with meshes wich im gonna experiment with or if that fails just make a road on the terrain. Making road segments with meshes shouldnt be a problem. They can be made of just 8 vertices and 6 polys each (think a textured flat box) should be the same as making a bridge, they work to drive over. But same there. Maybe the vertice count on the whole map gets to big so making road segments can be impossible. One other solution is to model the whole road for the whole city as one low poly segment.
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lockie
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« Reply #5 on: February 22, 2012, 03:58:30 PM »

The next step - place infantry inside building(crew~10 soldiers). The size of building should be decreased twice, imho. Suppose, we need to create a new damage box, i.e. p_dmg01, which will be responsible only for the fire appearing.
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Rends
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« Reply #6 on: February 22, 2012, 04:39:18 PM »

Anyone who wants to check AI behavior in urban areas i suggest to fire up the "Baranovice" Mission in the Barbarossa campaign.
I think AI does a good job there in a area with 130+ buildings. I placed a lot of forbidden areas around the buildings. Roads are wide enough for tank moving. The few houses that were destroyed by overrunning tanks are the ones without forbidden areas.
And i don´t think AI see and fire through buildings but i´m not sure. 
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frinik
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« Reply #7 on: February 22, 2012, 06:17:09 PM »

The Ai can't see and shoot through buildings but the AP shells do????While the HE shells will tear the building or hosue down the AP shells will go straight through it and kill whtever is hiding.I have done  it countless times killing tanks or apcs hiding behind a building unseen except for the muzzle flash or smoke and the shell goes straight through without harming the building.Obviously a bug.
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lockie
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« Reply #8 on: February 22, 2012, 06:32:02 PM »

Sometimes AP shell also doesn't work when hit APC(sdkfz). I think the problem is that AP shell works only, if armor thickness ~30mm.
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Mistwalker
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« Reply #9 on: February 22, 2012, 06:41:10 PM »

AP shells work fine on BT and T-26 and they have 15 mm armor.
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lockie
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« Reply #10 on: February 22, 2012, 06:57:55 PM »

AP shells work fine on BT and T-26 and they have 15 mm armor.
T-26 and BT has    armor_str=2200;
It does an additional armor ~30mm. Totally: ~45mm
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Mistwalker
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« Reply #11 on: February 22, 2012, 08:38:06 PM »

T-26 and BT has    armor_str=2200;
Armor_str=1500


Quote
It does an additional armor ~30mm.
armor_str=2200 makes the armor equivalent to 20-30% thicker armor with armor_str=2000.
I.e.  60 mm with 2200 = 80 mm with 2000. 15 mm with 2200 = 20 mm with 2000.
« Last Edit: February 22, 2012, 08:41:09 PM by Mistwalker » Logged
Estnische
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« Reply #12 on: February 23, 2012, 01:54:40 AM »

Wow, that's a big building! Any reasons for starting so big?

These would be good too:

« Last Edit: February 23, 2012, 09:00:34 AM by Estnische » Logged
frinik
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« Reply #13 on: February 23, 2012, 01:55:29 AM »

MIstwalker are you saying that the arm_str values for both BT and T-26 should be set at 1500?
« Last Edit: February 23, 2012, 01:57:56 AM by frinik » Logged
lockie
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« Reply #14 on: February 23, 2012, 09:37:46 AM »

I.e.  60 mm with 2200 = 80 mm with 2000. 15 mm with 2200 = 20 mm with 2000.
I didn't have such info and as I told before: sometimes it works, sometimes not. According to my experience: the thinner armor  - the bigger chance that AT doesn't work. A classic sample when AP goes through building and sdkfz.
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Kyth
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« Reply #15 on: February 23, 2012, 10:06:38 AM »

Wow, that's a big building! Any reasons for starting so big?

These would be good too:




Some time in the distant past, I did a short write-up on how to add in new buildings (lovely and in-scale) to the game:

Donken's Barn, the easy-learning series.
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lockie
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« Reply #16 on: February 23, 2012, 07:26:57 PM »

Some time in the distant past, I did a short write-up on how to add in new buildings
Well, the question is how to place a soldiers Wink
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Donken
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« Reply #17 on: February 23, 2012, 11:26:48 PM »

Wow, that's a big building! Any reasons for starting so big?

Well, first i want to test real "city battles", Imagine the last month in ww2 when they where fighting in Berlin. Kind of like that is what i want to test first. So the buildings i have atm are mostly "Berlin" buildings. Thats why it is so big Cheesy
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Estnische
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« Reply #18 on: February 24, 2012, 02:13:54 AM »

We need a church too! Imagine shooting out the bell tower... Cheesy
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frinik
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« Reply #19 on: February 24, 2012, 02:28:15 AM »

Sacrilege! Destroying Berlin?Fighting from a church????You are both being banned by Punkbuster!Stated reason" You displeased Frinik" Grin
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