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  1. #1
    Jarlaxe's Avatar Heavy Building Industry
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    Default another building battle problem thread!

    i made a new underlay and a new overlay model which both are working properly,
    used the barbarian town underlay to make a higher rock in the middle to put an acropolis
    from that underlay i removed vertices so to have only the sides of the rock and the entraces to the plaza so to use it as overlay and texture it properly to a rock.
    everything is okay until now,the ubderlay ,the overlay and the pathfinding.
    now to my problem
    i made a new item,e very low wall to attach it to the edge of the rock on the top so to look like a protective small wall(height almost half of a unit,not for units to walk upon it)
    in the cas model that i used to make the item i had the collision_1,collision_2,collision_3 2d graphics
    a collision_3d and the model itself named rock.
    put it in building_battle folder(and the texture to textures)created an info folder in the same folder for the bpi to be created and added the need entry in descr_bhuilding_battle.txt.
    it generates the item and the BPI just fine
    then i use signifers one settlement exporter to get its coordinates and add in the barbarian_town.txt .
    i start the game and the item is there where i need it,the collision seem to work just fine(no units traspassing on the rock/hill except the pathfinding roads i ramped to the top.
    tghe problem is that the item has a stupid shadow that on the top of the hill is like it is shadowed from a higher level,although the item is on the height where it should be,the shadow is like it belongs to an item that it is more higher
    currently i dont have a screenshot(due to only have internet connection only at work)but i will post one asap.
    does anyone knows anything about this??
    Last edited by Jarlaxe; April 02, 2010 at 02:13 AM.
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  2. #2
    makanyane's Avatar Praeses
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    Default Re: another building battle problem thread!

    It sounds like similar problem you get if you bury a building (or part of building) I tried to do that as a dodge to use smoke effect from chimney without having to get into making new models..... and found that whatever height you put the item and even if it was completely buried underground you got the shadow from the item cast on the ground level (overlay) - unless anyone else has any ideas I think its just a flaw of the rendering system.

    My only thought is shadows might work better if you made the 'hill' as a building instead of overlay? Though not sure what that'd do to your pathfinding.

  3. #3
    Jarlaxe's Avatar Heavy Building Industry
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    Default Re: another building battle problem thread!

    i tried making the hill an item but my point is to have the plaza on top,the result was that if you play a custom battle as a defender the AI dont move its soldiers to attack you
    i'll check if the item touches the underlay somewhere and might resolving this by detach it
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  4. #4
    Ramashan's Avatar Artifex
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    Default Re: another building battle problem thread!

    Can you post a pic so I can get a better idea of the problem?
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  5. #5
    Jarlaxe's Avatar Heavy Building Industry
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    Default Re: another building battle problem thread!

    here is a screenshot
    look the shadow line
    Spoiler Alert, click show to read: 
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  6. #6

    Default Re: another building battle problem thread!

    really weird bro...
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  7. #7
    Ramashan's Avatar Artifex
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    Default Re: another building battle problem thread!

    Its the shadow of the wall at the top of the hill.

    One thing you can try is to create a model and place it inside your platform this way the platform will have a shadow.
    Just an idea.
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  8. #8
    Jarlaxe's Avatar Heavy Building Industry
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    Default Re: another building battle problem thread!

    Quote Originally Posted by Ramashan View Post
    Its the shadow of the wall at the top of the hill.

    One thing you can try is to create a model and place it inside your platform this way the platform will have a shadow.
    Just an idea.
    here is when the model it's going completely crazy
    i came to the conluson that the best way to avoid that kind of shadows is to make the model part of the overlay and underlay and only the 2d collision graphic for not being accessable.
    after a lot of effort i managed to come to a workable overlay model (the one on the screen above)
    but from now on if anything new added in the overlay(in the underlay too afcourse)
    it comes out blue or green or black
    i came along to some weird results about which CAS IE i used
    the 69 one is making everytime the overlay correct...but...it uses only one tetxure
    the 79 and 79_3dV_KE makes the blue green and black...
    the most weird of all is that the overlay that i managed to make to work properly uses 2 tetxures
    but it not accepts another model(geometry)...
    something tells me that it haw to do with the complexity of the vertexes...i'm still on the searching but i think that if a model is made only from faces that are not closing to together and are not full polygons will come out correct...
    anyway..if i find something that it needs to mentioned i will post it here
    thank you all for your replys
    Last edited by Jarlaxe; April 05, 2010 at 09:55 PM.
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