Author |
Message |
Cakester
They call me Bum Tickler

Joined: 22 Jul 2009
Posts: 422
|
Posted:
Tue Nov 02, 2010 2:08 am |
  |
I have tested some of my idea, but this was for fallout3 as New Vegas Script Extender is not out yet.
I want to achieve precipitation that won't fall through static objects.
I want to experiment with flooding that also does not pass through objects in its path.
In the GECK we are able to view a WorldSpace's Heightmap and export it. The result is split into 4 raw textures, one being each quadrant.
I believe I can take the player's position for X and Y and use it to locate the Height value in one of those textures. The player's X and Y can be either
positive or negative. Starting from the middle of the height map It is the 0 for x and 0 for y, and the negative and positive values follow a standard
cartesian plane depending on what quadrant you venture into.
http://en.wikipedia.org/wiki/File:Cartesian_coordinates_2D.svg
Obviously taking the player's x and y and multiplying them is a very bad idea in order to find the index which contains the height value at your player's
location. For programmers at-least, the reason is it is possible for the x or y to be negative when the values are taken straight from the player's
position, the end result is a no no when accessing indexes of an array.
Some math will need to be done to counter that.
Another thing is depending on the quadrant the starting point will be in a different corner. For those of you who work in a 2D Paint program, the top left
would be the 0, 0 of your image. (The starting point from which your data is commonly read in from the file. )
I hope that gives you a rough idea of some things to take care with.
Moving on! Being able to have an accurate way to read z values (height values) by just calling a function with both a x and y value, you can use the height
map data and determine any Z.
My strategy then goes as follows:
1. Find the player x and y.
2. Read the surrounding radius of terrain for height values.
3. Use these height values to calculate where fluid for flood should be spawned or in the case of precipitation how far the rain should fall before
splashing.
For performance reasons some algorithms may be necessary because terrain can be highly detailed to just simulate a rain drop to touch down on every spot in
even occasion heavy down pours.
For flooding a conditional check is not required for every spot on the terrain against every fluid ounce of water. I think the CPU happy way is probably just
to use the already existed data loaded for the terrain in your area of the game, and somehow generate a thin water surface based on that. Maybe through a
simple shader we deform that water mesh or what have you to give us the effect we want.
Ok so whether or not you agree with how the visuals will be generated, I am certain using the height map from the world-space is legit and is very much
likely the way to do some neat things.
So what I have not explained is how we will prevent precipitation from falling through objects or floods from not passing through objects.
Well the first thing to try is to just use a bounding boxes that roughly surround the objects. Bounding Box collision detection is very fast. It may be as
simple as taking the bottom quad of the boxes, and from it subtract that from the visual. In the case of floods that should work, and for rain depending on
how picky you are, you may want to have rain fall until it reaches the roof.
Performance... performance.. performance. We probably want a consistent area to be covered but also have that area always stay in the player's view so he or
she does not reach it pre-maturely and breaks the immersion.
It could be done by cell. Say we want the whole cell the player is located in to have these floods and rain, then we can expect the effect to not influence
anything outside the cell. But what if the player is near or reaches a border of two cells or maybe even three? Perhaps we could script these weather effects
to sort of weaken .
It could also be trivial to find the objects in a player's circle no matter where he is, no matter the border of the cells.
Some may be skeptic. If you are, lolz. I think anyone who has been around long enough could suggest some way of using Heightmaps to do a similar or different
thing. This is just a combination of some of my own ideas and knowledge others have offered up (often for free, see gamedev)
If it is any comfort to anyone, I have already wrote a program that can atleast find legit height values relative to my player's location. Maybe my test
program is way off in being accurate, but it worked seemingly in a way that supports what I was aiming for.
Quadrant is important though, I had crashes until I realized that my player's x and y had a mismatch in positive/negative signs when i compared to the ones
in the Heightmap editor for GECK.
ONE LAST THING:
If it was already possible for Fallout 3 using FOSE, I am sorry, and I would like a guide. For the Scene Graph, how do I draw objects or influence it? I know
OBSE has a good deal of things that no one has yet to bother to convert for Fallout 3. This is one thing, that if not already available, I really would like
for New Vegas. I really need a way to do the visuals, and I was lectured by Ian Patt for my dirty low level v-table hooking of fallout 3's graphics. |
|
|
  |
 |
Megatron
Mamma's Gang member


Joined: 19 Apr 2002
Posts: 7875
Location: The United Kingdoms
|
Posted:
Thu Nov 04, 2010 2:22 am |
  |
bitch it don't rain in fallout there's no water. its called fallout because the water fell out of the world.
also if there was a Fallout movie somebody would say "I don't want to FALL OUT. BROTHER, HOOD OF STEEL is heavy youre right . Tactics." also the chosen one would be played by hurley from lost. |
|
|
  |
 |
gobbleykins
Vault Veteran

Joined: 25 Feb 2010
Posts: 321
Location: Canada
|
Posted:
Thu Nov 04, 2010 7:58 am |
  |
solution: beth should've made an engine where precipation doesn't go through rooves shit doesn't make sense swell guy
everything else in this thread is irrelevent (except that the chosen one would be played by hurley that's just badass) |
|
|
  |
 |
Amis
Wanderer


Joined: 20 Jun 2007
Posts: 406
Location: Finland
|
Posted:
Thu Nov 04, 2010 10:10 am |
  |
|
  |
 |
Simplywayne90
SDF!

Joined: 27 Jan 2011
Posts: 18
|
Posted:
Thu Jan 27, 2011 4:40 am |
  |
Ha speaking of fat vault dwellers! I just watched that video on the DAC homepage Fallout Nuka Break, that was great,
Also I'm sure that absolutely no one cares about this topic since we now have rain in Fallout New Vegas and everything.
Still I'm new and I have to catch up on everything on this forum I guess. |
|
|
  |
 |
rad resistance
Striding Hero


Joined: 17 Dec 2008
Posts: 1435
Location: Penn's Woods
|
Posted:
Thu Jan 27, 2011 3:53 pm |
  |
Amis wrote: |  |
I guess this is the teaser poster for the Fallout movie. |
|
|
   |
 |
TheCynic
Vault Dweller


Joined: 14 Sep 2004
Posts: 131
|
Posted:
Thu Jan 27, 2011 5:45 pm |
  |
Quote: | Still I'm new and I have to catch up on everything on this forum I guess |
It's not worth it, I promise. |
|
|
   |
 |
rad resistance
Striding Hero


Joined: 17 Dec 2008
Posts: 1435
Location: Penn's Woods
|
Posted:
Thu Jan 27, 2011 10:17 pm |
  |
TheCynic wrote: | It's not worth it, I promise. |
Its worth a BJ. |
|
|
   |
 |
Yonmanc
Hero of the Glowing Lands


Joined: 23 Jun 2009
Posts: 2224
Location: Manchester, UK
|
Posted:
Fri Jan 28, 2011 12:07 am |
  |
Everything cakester's ever said has fallen on deaf ears. |
|
|
  |
 |
Manoil
Wastelander's Nightmare


Joined: 22 Feb 2006
Posts: 3729
Location: Drifting Onward
|
Posted:
Sat Feb 19, 2011 6:09 am |
  |
Yonmanc wrote: | Everything cakester's ever said has fallen on deaf ears. | As relevant now as it was then |
|
|
  |
 |
Blargh
Überkommando

Joined: 09 Nov 2003
Posts: 6316
|
Posted:
Sat Feb 19, 2011 9:22 am |
  |
What is the half-life of a 'Yonmanc' post ?
 |
|
|
  |
 |
Stalagmite
Wandering Hero


Joined: 26 Feb 2009
Posts: 1192
Location: IN YOUR PANTS AUSTRALIA
|
Posted:
Sat Feb 19, 2011 10:24 am |
  |
Since I fail to see the allegory in that, I think I'll just say "Blargh". |
|
|
   |
 |
Blargh
Überkommando

Joined: 09 Nov 2003
Posts: 6316
|
Posted:
Sat Feb 19, 2011 12:57 pm |
  |
I'd ask you to refrain from responding to comments you do not comprehend, but that would render your presence here almost nil. What a shame.  |
|
|
  |
 |
Stalagmite
Wandering Hero


Joined: 26 Feb 2009
Posts: 1192
Location: IN YOUR PANTS AUSTRALIA
|
Posted:
Sat Feb 19, 2011 9:55 pm |
  |
It's kind of difficult to comprehend something that makes not a pint of sense any way you look at, but sorry if it causes you butthurt when/if I point it out. |
|
|
   |
 |
Retlaw83
Goatse Messiah


Joined: 17 Jul 2004
Posts: 5327
|
Posted:
Sat Feb 19, 2011 10:40 pm |
  |
Dreddy and Stalagmite use the word butthurt a lot. Is all of Australia two years behind the times or just them? |
|
|
  |
 |
Burning Oasis
Desert Wanderer


Joined: 09 May 2010
Posts: 488
Location: Coddingtown
|
Posted:
Sat Feb 19, 2011 10:51 pm |
  |
|
  |
 |
Alister McFap II Esq.
Jerry Falwell


Joined: 12 Nov 2010
Posts: 666
Location: My Mansion
|
Posted:
Sun Feb 20, 2011 2:18 am |
  |
Retlaw83 wrote: | Dreddy and Stalagmite use the word butthurt a lot. Is all of Australia two years behind the times or just them? |
Actually you use it all the time. I barely use it at all. And if I do I usually mean you. You're boring. Like your short stories.  |
|
|
  |
 |
Blargh
Überkommando

Joined: 09 Nov 2003
Posts: 6316
|
Posted:
Sun Feb 20, 2011 5:26 am |
  |
BEHOLD : Autocrat of Objective Meaning wrote: | pint |
Ahahahahaha. You piteous bastard.  |
|
|
  |
 |
Retlaw83
Goatse Messiah


Joined: 17 Jul 2004
Posts: 5327
|
Posted:
Sun Feb 20, 2011 12:23 pm |
  |
Alister McFap II Esq. wrote: | You're boring. Like your short stories.  |
That might almost mean something if you actually read them instead of complaining that reading is too hard for you. |
|
|
  |
 |
Burning Oasis
Desert Wanderer


Joined: 09 May 2010
Posts: 488
Location: Coddingtown
|
Posted:
Sun Feb 20, 2011 7:24 pm |
  |
I think we may have a civil war here, on DaC |
|
|
  |
 |
|