Chaff Poll

Started by AgentX_003, February 15, 2008, 02:01:07 AM

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Should chaff be allowed  to go through walls ?

Yes
7 (30.4%)
No
16 (69.6%)

Total Members Voted: 21

Voting closed: February 20, 2008, 02:01:07 AM

Westfall

Quote from: neth on February 18, 2008, 07:45:50 AM
Zedblade does that mean that cams will also go through walls and doors ?

They haven't in the past. Why fix something thats not broken?

Cyntrox

The reason why it would take so much resources to do it that way is because there are so many individual particles in a chaff that each has to be calculated - one, or ten, cam(s) is not a problem

Spekkio

Quote from: neth on February 18, 2008, 07:45:50 AM
Zedblade does that mean that cams will also go through walls and doors ?
This is a good point: the cam gas clips through geometry, but you cannot be cammed through walls and floors. On the other hand, smoke clips through geometry and does affect mercs.

No item should affect people through walls, unless it is a specific type of wall where it should work (ie fencing).

Succubus Dryad Of The Undying Comet

Quote from: Cyntrox on February 18, 2008, 04:21:01 PM
The reason why it would take so much resources to do it that way is because there are so many individual particles in a chaff that each has to be calculated - one, or ten, cam(s) is not a problem
One can make chaff to be a whole.

Farley4Fan

chaff is the only thing in which the effect goes through a wall.  Again, only walls the map makers want them to.

Zedblade

Quote from: Overstatement on February 17, 2008, 11:42:54 PM
Quote from: Zedblade on February 17, 2008, 11:25:52 PM
Making it so all those little particles collide with meshes/bsp around them is a stupid idea in regards to performance

Yes it is. That's why we clip the whole bounding box, not cull individual particles.

I assume you mean have them dissappear when they hit the bounding box. However, since we have NO idea where a chaff nade will be thrown the bounding box will have to dynamically match the environment around the spot perfectly, or else there still will be tons of chaff particle going through props and walls...

Quote from: neth on February 18, 2008, 07:45:50 AM
Zedblade does that mean that cams will also go through walls and doors ?

They already do in Ct, it just doesn't effect anything. Like spekkio said, but smoke does. We need to make in consistant. So if Smoke effects things through walls, then everything should, and vise versa.

frvge

Hmz, you can probably do a few quick traces to see if you hit a wall and else there's a max.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Overstatement

Quote from: Zedblade on February 19, 2008, 07:45:19 AM
Quote from: Overstatement on February 17, 2008, 11:42:54 PM
Quote from: Zedblade on February 17, 2008, 11:25:52 PM
Making it so all those little particles collide with meshes/bsp around them is a stupid idea in regards to performance

Yes it is. That's why we clip the whole bounding box, not cull individual particles.

I assume you mean have them dissappear when they hit the bounding box. However, since we have NO idea where a chaff nade will be thrown the bounding box will have to dynamically match the environment around the spot perfectly, or else there still will be tons of chaff particle going through props and walls...

Good point. We can clip it but since the bounding box is a BOX, it'd look pretty funny when it's suppose to go around the corner and doesn't. If you know what I mean...

frvge

Correct, that's the main problem...
Although you can probably spawn another box with it where it should be, I dont think that advanced stuff is worth our free time.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Succubus Dryad Of The Undying Comet

Can't the Visual chaff (all the particles as a whole) be just an animated mesh or something??
Then you can spawn it say, next to a corner, and delete the part of the mesh that's on the other side of the wall.

I dunno if it's gonna work, just throwing ideas.