Quote:
Originally Posted by moydock
Don't give up! Don't let the hills win! <3
|
I've not given up, although there have been frustrating days that I wanted to, in fact I have worked on this every day for almost a month, often in work, when there is a quiet moment. It's taking
a lot longer than I thought, especially the outdoor auto-fix features which I am a concentrating most on. It's largely a case of one step forward, two steps back, although I am slowly
getting there. I've had to make a couple of mods to azone to fix some issues with the map files, and also to the LineIntersectsFace/Zone functions to cater for intersections right on the edge of a polygon (I've learned a LOT about 3D geometry doing this ... I didn't know what a Normal vector was a month ago
)
I think I made a bit of a breakthrough today with a (on the face of it) reliable method of detecting if a point
is 'under the world', rather than just underground, based on the algorithm used for back-face culling. I am hoping this may lead to a reduction in the number of waypoints that need to be inserted
to make the path follow the ground, but I need to try this out next week.
Forgive the rambling, all I wanted to say was I am still on the case, but still no ETA (still several weeks off). What I will say is you will need Python/pygame installed to
use this (because OpenEQ uses those for it's UI, and I kept it, because although I didn't know Python, it was easier than building a new UI from scratch), and also you will
need to build new MAP files with a patched version of azone (I posted in the Development/Bugs section about one of the fixes required about a month ago, but there is one
more azone patch required that I haven't got around to posting yet).
For what it's worth, here's some current screenshots:
I added a mode to display the polys instead of textures:
And also an overhead view: