I now sort of understand why Cadius uses Saftey Nets.
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Yes, X3-R has the same problem. All custom models produced by DBOX for X3 are missing the collision avoidance bounding box.Zeron-mk7 wrote:Sorry to ask, but in the X3 Reunion are the same collision avoidance with new custom ship models or not ?
@Litcube: Good work on the Maxscript code!

Now we know the purpose of these values we need to inform Doubleshadow.
[EDIT] Posted reference in DBOX thread for Doubleshadow attention.
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Observe wrote: [EDIT] Posted reference in DBOX thread for Doubleshadow attention.
No need to. You have my undying attention from the very morning of this fine day - Litcube send me PM once he wrote the patch.
I made my little revenge for his Excel TShips by not using the patch

To everyone:
I've made all the necessary changes and once proven working, it will be released.
Yeah and HI EVERYONE, long time no see

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Indeed. Just the worst possible time for me being the last few weeks of uniObserve wrote:Think of it as an opportunity to make all those improvements you've wanted to do but never had time.killerog wrote:Really not looking forward to re exporting all my X2/KOG and transcend ships. Going to be a long couple of nights I think.


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@Observe, heh fair call 
Thou I am still some what disappointed at x using spheres and rotated boxes
(I didn't think it was ellipsoids... fighters always turned too soon on the sides of capies and too late at the front/back)
Capsules capsules capsules!!! no trig functions required!
(The better question is... am I sufficiently disappointed enough to re-attempt int->float float -> capsule collision? 60/40?)

Thou I am still some what disappointed at x using spheres and rotated boxes

(I didn't think it was ellipsoids... fighters always turned too soon on the sides of capies and too late at the front/back)
Capsules capsules capsules!!! no trig functions required!
(The better question is... am I sufficiently disappointed enough to re-attempt int->float float -> capsule collision? 60/40?)
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The last thing I am is a math expert, so yes s9silent, please pursue this further if you have any other ideas whatsoever.Litcube wrote:I'm hazarding a beating here, because I do consider you the resident Math expert, s9ilent, but how would one transport axis on a capsule shape without using trig? Could we start another thread? I promise I'll post in it!s9ilent wrote: Capsules capsules capsules!!! no trig functions required!
