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  1. #946
    jjaa's Avatar Contributor
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    I've been working on model stuff.


    Its still got a few issues, mainly collision is not being updated, even tho based on my initial observations i thought they used the same matrix. Rendering is also sometimes buggy (the object sometimes disappears depending on the angle O.o). Lastly the objects that i'm moving are still affected by mouse collision with the object. Which is why my mouse is never on the object directly . Looks like i still have a lot of work ahead =]

    Thanks to,
    UnknOwned/Malu - for some of the initial mouse and model stuff

    Everyone who works on any model related stuff

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  2. #947
    UnknOwned's Avatar Legendary
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    Originally Posted by jjaa View Post
    I've been working on model stuff.


    Its still got a few issues, mainly collision is not being updated, even tho based on my initial observations i thought they used the same matrix. Rendering is also sometimes buggy (the object sometimes disappears depending on the angle O.o). Lastly the objects that i'm moving are still affected by mouse collision with the object. Which is why my mouse is never on the object directly . Looks like i still have a lot of work ahead =]

    Thanks to,
    UnknOwned/Malu - for some of the initial mouse and model stuff

    Everyone who works on any model related stuff
    Cool, love that "brush size" thing with multi selection ^^
    Just add highlight too so you can see what you have selected. (ie like this)

    The rendering issue is caused but optimization where if you no longer can see the ADTchunk where the object is located it won't render. So you have to force render the object or relocate it to another chunk/adt which takes quite alot of work when doing it in memory.
    But you can help it a bit by moving the rendering box along with the object itself, making it possible to move to the edge of a ADT.

    Collision is quite funky but does work.


    Would love to see more of that kind from you
    Did you see the stuff Kynox did? That was quite amazing too.
    Last edited by UnknOwned; 12-14-2010 at 06:21 PM.

  3. #948
    jjaa's Avatar Contributor
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    Originally Posted by UnknOwned View Post
    Cool, love that "brush size" thing with multi selection ^^
    Just add highlight too so you can see what you have selected. (ie like this)

    The rendering issue is caused but optimization where if you no longer can see the ADTchunk where the object is located it won't render. So you have to force render the object or relocate it to another chunk/adt which takes quite alot of work when doing it in memory.
    But you can help it a bit by moving the rendering box along with the object itself, making it possible to move to the edge of a ADT.

    Collision is quite funky but does work.


    Would love to see more of that kind from you
    Did you see the stuff Kynox did? That was quite amazing too.
    Thanks for the information about the ADT's. Makes sense in hindsight. I was planing on reversing the adt stuff for terrain editing next. I've looked at your terrain editor. Very cool stuff . I think i may need to look into the model file structure a bit more but =/ been along time since i looked at model editing.

    I also looked at the highlighting stuff. I don't know if this is new, but its split up into RGB so i might look into highlighting stuff differently. Could be fun!




    EDIT: Quick vid with highlighting.

    quality is ****ed at the start nfi why.
    Last edited by jjaa; 12-15-2010 at 07:47 AM.

  4. #949
    UnknOwned's Avatar Legendary
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    Originally Posted by jjaa View Post
    Thanks for the information about the ADT's. Makes sense in hindsight. I was planing on reversing the adt stuff for terrain editing next. I've looked at your terrain editor. Very cool stuff . I think i may need to look into the model file structure a bit more but =/ been along time since i looked at model editing.

    I also looked at the highlighting stuff. I don't know if this is new, but its split up into RGB so i might look into highlighting stuff differently. Could be fun!




    EDIT: Quick vid with highlighting.

    quality is ****ed at the start nfi why.

    If its RBG directly in the model struc then its new.

  5. #950
    abdula123's Avatar Sergeant
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    Originally Posted by Robske View Post

    Playing around with Archeology. Unfortunatly the survey tool does not point straight at the digsite, there's a devation based on the distance (red/yellow/green lights) I don't know if this is calculated on the server and only the angle is send or clientside (where the position would be send) - I doubt it's the latter....
    server send only facing and object entry ( Survey Tool (Green)/Survey Tool (Yellow)/Survey Tool (Red) ).



    archeology itself looks pretty simple.
    it use 2D, thanks gawd, and can be done in 2D polygons.

    -1. find minimum\maximum distance and deviation angle for each survey color.
    for angle - dig, dig, dig, dig, dig, dig ...
    for distances - dig, small step, dig, small step, dig, small step, dig ...
    more digs - more precise result

    0. remember all old points where dig was successful - its about dozen for each digsite.

    1. grab digsites from ResearchSite.dbc, grab its contours from QuestPOIPoint.dbc, grab active digsites from player object or via lua.GetMapLandmarkInfo

    1.5 as inital polygon use entire digsite.

    [spoiler]

    [/spoiler]

    2. do surveys and make survey polygons intersection

    [spoiler]

    [/spoiler]

    3. stand in middle of result polygon (or in known dig point, if feel lucky) and survey again. goto 2, if not success

    4. ....

    5. PROFIT

  6. #951
    Robske's Avatar Contributor
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    Awesome, this is exactly what I drew up on paper/concept earlier today.
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  7. #952
    abdula123's Avatar Sergeant
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    [spoiler]

    [/spoiler]

    doing archeology in 2d is not so correct

    dig point was inside of building, exactly in below.

  8. #953
    Robske's Avatar Contributor
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    2D is fine for what I have in mind, which is an archeology bot where movement is done by teleporting.

    Using traceline you can calculate all the 3D coördinates for a given 2D coördinate. Then it's just a matter of testing each one from the bottom up.
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  9. #954
    JRockwater's Avatar Private
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    I hope everyone forgives my transgression of posting up my DAOC bot into a WoW forum, but I have been recently thinking about moving my efforts over to WoW to see if I can develop something even better. Anyhow, the only thing here that makes me marginally proud is the fact that I developed the bot to be networked, so the entire 8-man will (mostly) fight as a team and support each other properly. I've also been thinking of expanding the netcode to do more than just share data directly, but also to provide over-arching bot control of all eight toons to one master AI instance that can direct a coordinated response.

    Ah, yeah, that's a lot of bullshit. Anyhow, here's the bot in action. Please forgive the crappy voice-over.


  10. #955
    _Mike's Avatar Contributor
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    Originally Posted by abdula123 View Post
    -1. find minimum\maximum distance and deviation angle for each survey color.
    for angle - dig, dig, dig, dig, dig, dig ...
    for distances - dig, small step, dig, small step, dig, small step, dig ...
    more digs - more precise result
    I just had a moment of boredom and decided to try this, but of course I had a typo in my 'get object facing' code so now I have a list of about 2000 worthless digs
    But at least I got the distances:
    Red: 80+
    Yellow: 80-40
    Green: 40-8
    Fragment: 8-0

    Another thing I noticed is that distance and angle are based on player position, not the tripod position.

    doing archeology in 2d is not so correct

    dig point was inside of building, exactly in below.
    Triangulation seems to be done in 2d* unless I messed up my distance test, but the fragment might be on a floor above or below you.

    *) Colors of the survey tool are based on 2d distance, but the fragment won't spawn until you get within 8 yards 3d distance.
    Last edited by _Mike; 12-24-2010 at 11:06 PM.

  11. #956
    ~OddBall~'s Avatar Contributor
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    Originally Posted by JRockwater View Post
    I hope everyone forgives my transgression of posting up my DAOC bot into a WoW forum, but I have been recently thinking about moving my efforts over to WoW to see if I can develop something even better. Anyhow, the only thing here that makes me marginally proud is the fact that I developed the bot to be networked, so the entire 8-man will (mostly) fight as a team and support each other properly. I've also been thinking of expanding the netcode to do more than just share data directly, but also to provide over-arching bot control of all eight toons to one master AI instance that can direct a coordinated response.

    Ah, yeah, that's a lot of bullshit. Anyhow, here's the bot in action. Please forgive the crappy voice-over.
    Oh man that sounded so much like a porno it's not even funny!
    https://www.mmowned.com/forums/world-of-warcraft/guides/278302-selecting-bot-you.html - SELECTING THE BOT FOR YOU

    PHWOOOOAAAAAR - Parog was here. <3 <----Wtf's a Parog?

  12. #957
    JRockwater's Avatar Private
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    Originally Posted by ~OddBall~ View Post
    Oh man that sounded so much like a porno it's not even funny!
    Win!


    (10 characters)

  13. #958
    dingus's Avatar Member
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    . .
    Last edited by dingus; 01-01-2011 at 10:32 PM. Reason: nvm

  14. #959
    QKdefus's Avatar Active Member
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    redid my current bot gui : )

    Last edited by QKdefus; 01-02-2011 at 03:38 PM.

  15. #960
    namreeb's Avatar Legendary

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    Got my mesher identifying span regions...


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