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    Default Flying units in RTW?

    I managed to have units fly high up in the air by manipulating the "rider" coordinates of cavalry units:




    I would like to evolve this idea further to create "flying" units in RTW.


    Thing is, the collision between the "mounts" of cavalry and other units are not determined by the size of the skeleton. Rather, it is determined by the "radius" and "x-radius" values within the descr_mount.txt.

    As a result, even in the above screenshot, if I set the radius and x-radius of the units to 0, it can wade through horde of enemy units without pushing anyone away.

    So, my idea was:


    1. Make a skeleton scale 10 with the light horse. (will make it go very fast)
    2. create a blank texture and apply it, so that the horse will be invisible.

    That way, the result will be units that can move very fast and are floating on air, without anything below them.


    Some problems:
    1. limited to cavalry
    2. even if your riders are high up and the radius is 0, for some reason the unit can't go through the castle doors
    3. if unit shadows are turned on, the scale 10 skeleton will cause huge shadows...
    4. when double clicking on the unit, it will center on the ground rather than the riders

    Will this work? Does anyone have any ideas on how to improve this? I'm in the middle of midterm period, so I won't be able to seriously work on this idea until next week. But until then, I would love to hear your ideas.


    I did manage to gain access to 3dmax. If simple things can be done (such as moving the origin of the 3d mesh far below the actual unit mesh) to make this possible, I'd also love to hear it. However, even if the origin of the 3d mesh can be found, doesn't the game take into account the location of the origin when calculating whether the unit can go through doors or not?


    Another Simple Question:
    If you compare "attack dog" "fire pig" and "light horse" skeletons, which has the fastest movement speed?
    Last edited by orgo.love; 03-11-2008 at 03:02.

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