Product Chat / WHY NO Blocking Volumes?

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danjo
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Posted: 7th May 2014 00:19
There are all these Zones, Win, Sound etc... WHY on earth is a simple BLOCKING Volume Missing?

It is a basic feature that normally is standard on any sort of these engines.



*While Im at it for basic missing features.. WHY is there NO terrain smoothing?
tomjscott
User Banned
Posted: 7th May 2014 00:39
I'm with you on the terrain smoothing. We could really use that. What do you mean by blocking volume? I have to admit I don't know what you are talking about with that one and am curious.
BarZaTTacKS
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Posted: 7th May 2014 02:23 Edited at: 7th May 2014 14:52
It is so you can remove collision from the mesh. Players will now be able to walk through that mesh, you can turn on the blocking volume and place a framing object in the spot and you will not get stuck on the entity. Here is an example

http://www.youtube.com/watch?v=azOI3n9-ybc
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BioDragonlord
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Posted: 7th May 2014 02:54
That's a awesome idea....



great video to explain it too.

Bring It On

danjo
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Posted: 7th May 2014 03:46 Edited at: 7th May 2014 03:53
thanks for the explanation.. simply put its a simple mesh/object that is invisible to the player, which prevents you from going past that point..

used commonly to block off around a level to stop players wandering outside the level.

WHY this instead of relying on your meshes with collision? -> because a simple invisible box is a lot cheaper and faster to use than some high-poly mesh.

eg; using fences to block etc, you could place the fence mesh, turn its collision OFF, and put a blocking volume over it - same job, but less collision calcs - and virtually no impact on poly performance.
danjo
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Posted: 7th May 2014 03:54
oh..btw Lee; FPSCR is pretty awesome so far - some positive ju-ju
LeeBamber
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Posted: 8th May 2014 20:23
Blocking volumes is a pretty neat idea. Does anyone else want to see this feature?

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

tomjscott
User Banned
Posted: 8th May 2014 20:28
Quote: "Blocking volumes is a pretty neat idea. Does anyone else want to see this feature?"




Absolutely. I can see uses for it right now with my contest entry.
synchromesh
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Posted: 9th May 2014 01:55 Edited at: 9th May 2014 01:56
I can see uses for it ...Sounds a great idea ..
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TattieBoJangle
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Posted: 9th May 2014 02:55
I have been using invisible walls so it would help allot





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Teabone
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Posted: 9th May 2014 07:43 Edited at: 9th May 2014 08:32
I find myself referencing Fallout and Skyrim a lot. They have fantastic editors. I've also mentioned this concept in the past of having a Blocking Zone. In Fallout and Skyrim they are called Collision Markers and are red in color. They simply prevents the player from passing.



I believe once you place an Blocking Zone/Collision Marker it has an infinite height preventing the player from passing it from below or over.



Its a must have to prevent players who seem to manage venturing into areas you don't want them to.



We are on the right track for Blocking Zones as the best ones are shaped much like the "sound zone" we currently have, with modifiable points.



(I've also been using invisible walls as a substitute)

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT
almightyhood
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Posted: 9th May 2014 08:03
yeah sounds good to me

evga GeForce gtx 750 ti boost2.0 2gb gddr5. win 8.1 quad core 4gb ram.
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wizard of id
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Posted: 9th May 2014 11:59 Edited at: 9th May 2014 12:01
Yeah def need this
AuShadow
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Posted: 9th May 2014 12:39
Agreed

PC Specs: Windows 7 home 64-bit, Amd 7900 3gb DDR5 graphics, 8gb DDR3 Ram, Intel i7 3.4ghz

Feel free to visit and edit the public FPSCR resource wiki page: http://fpscrresource.wikispaces.com/home
Emrys
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Posted: 9th May 2014 12:47
It's a yes from me !



Very handy



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raymondlee306
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Posted: 9th May 2014 13:18
Looks like it might even save memory without all the polygon collision
MadLad Designs
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Posted: 9th May 2014 13:34
Having collision blockers that could be shaped would definitely be a great idea.

Check out the [FPSC Reloaded FAQ]!



Also check out my YouTube Gaming Channel: /user/MadLadDesigns
Uman
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Posted: 9th May 2014 14:00
Blocking Volume or Terrain Texture prevention of access.



Blocking Volume seems to be the request here. I don't know how all the maths work but placing invisible or visible entities as boundaries around places you want to make as off limits for either player or other AI bots can possibly be expensive on resources so if Blocking Volumes are low on performance drain sounds like a good idea to me.



Can one not set up no go areas with a Marker Zone or would the Blocking Volume itself be placed as one.



Some method of area access prevention would obviously be desirable - the simpler the better.



Scene Commander
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Posted: 10th May 2014 09:47
Sounds like a popular feature to me. Is this democracy in action again .



SC

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MadLad Designs
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Posted: 11th May 2014 13:49
I've added a Feature Creep for this. http://fpscrforum.thegamecreators.com/?m=forum_view&t=208547&b=5

Check out the [FPSC Reloaded FAQ]!



Also check out my YouTube Gaming Channel: /user/MadLadDesigns
LeeBamber
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Posted: 11th May 2014 21:36
Hi Guys,



You will be able to do this with V1.007 quite simply. Just create a new script which will hide the entity on start-up, and then assign that script to something like a large wall. You will see the wall in your editor as you would expect, but when the game starts the walls disappear leaving the collision properties in tact but hide the visibility of that wall. Instant Blocking Volumes All thanks to the power of scripting and a great new feature of V1.007!!

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

BarZaTTacKS
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Posted: 12th May 2014 17:04
@LeeBamber : this is good news! Do you get the performance benefit of a blocking zone using this technique or does it still have to render the polygons of the now invisible entity?
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LeeBamber
TGC Lead Developer
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Posted: 13th May 2014 22:15
A hidden object is not drawn at all, you get the performance you need!

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

wizard of id
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Posted: 13th May 2014 22:18
sweet

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