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need help with deepgroups http://45.55.195.193/viewtopic.php?f=1&t=19959 |
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Author: | dutchsmoker [ Sat Oct 16, 2010 2:21 pm ] |
Post subject: | need help with deepgroups |
Code: AddEffect = MOSRotating InstanceName = Particle Riot Cannon Mass = 15 Sharpness = 20 this is the code i use , but it does just about nothing to terrain, as mutch as a ostriche sticking his head in the sand and bouncing off stone surfaces. could a misplaced centre of gravity be the problem ? Edit. Edit. shapness will not work so could someone explain deepgroups to me if that could help |
Author: | 411570N3 [ Sat Oct 16, 2010 2:25 pm ] |
Post subject: | Re: Sharpness for MOSRotating being pretty uneffective. |
Last I checked, sharpness doesn't do anything for MOSRotatings. If you want it to dig, mess with the deepcheck and deepgroup settings. |
Author: | dutchsmoker [ Sat Oct 16, 2010 2:28 pm ] |
Post subject: | Re: Sharpness for MOSRotating being pretty uneffective. |
ive set deepcheck to 1 , helps a litte though im not familiar with deepgroup to really know what im doing there. especially. Resolution Depth |
Author: | Shook [ Sat Oct 16, 2010 10:42 pm ] |
Post subject: | Re: need help with deepgroups |
Well, Deepgroups just eat the terrain. Any terrain. And they don't collide with actors. But, what i think might help a little would be to set the deepgroup depth equal to the atomgroup depth. Or, if that screws things up, add 1 to the deepgroup depth. This will only have a limited effect though, because mass and surface area (size of projectile) are the primary factors in how well an MOSRotating penetrates terrain. So anyways, a bit more in-depth explanation of the two variables: Depth is how many pixels in from the outline that the group lies. This means that with a depth of 2, the group in question exists 2 pixels within the outline. Atomgroups are for collisions, and deepgroups are for terrain erasing. Resolution is a bit odd though, and i don't quite understand it myself, though here's how i think it works: With a resolution of X (a random number), only every X'th pixel is counted for the group. I think this mainly is for optimization, but a higher number in resolution might give you better terrain penetration, though the hole won't necessarily be very pretty. |
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