- Joined
- Jun 16, 2011
- Messages
- 80
Not sure if this is already a thing or not
I am making custom farm structure. I have already got the model settup and working (for the most part... had to kludge it by making the crops a seperate model (and having a trigger place it for me when u create main structure, and a trigger destroy it when you destroy main structure) because it wouldnt let me use the model when i combined them (it would crash)
Anyway. My next step is making a custom pathing texture for it. I originally was going to just make it a bigger version of the "circle of power" so units could pass over it, but it still collided with buildings. However, in deciding to do this, I am wondering if I cant place collisions on the buildings.
The reason I question this is because I apply random rotation to the model when built. I am wondering if this pathing texture ALSO rotates when the structure does?
Im guessing not, but a man can dream <3
..........................
If this doesnt work out, I am going to try just placing a dummy unit with a collision size matching the structures, at their locations. But i REALLY dont want to have to do the math to find out how to make their offset from the origin be modified by sin/cos math so they are offset in a direction determined by buildings rotation...
Might have to bite the bullet and do that anyway though, as i am considering making it so the structure also has dummy units on it that are animated as farming. Alternatively i could just make like 9 different pathing textures and have it so the 'random rotation' randomly selects from 9 different possible options, then places a structure with the correct pathing map that correlates to that rotation
Attached is an example of these farms. 3 of them are placed in this image. Eventually I plan to make there also be variants/upgrades
I am planning to do this for most structures in the game, as I really like the look of conglomerate structures. And I have ALWAYS hated farms in this game just being a house. And even more so - i hate that they are used as walls.
I am making custom farm structure. I have already got the model settup and working (for the most part... had to kludge it by making the crops a seperate model (and having a trigger place it for me when u create main structure, and a trigger destroy it when you destroy main structure) because it wouldnt let me use the model when i combined them (it would crash)
Anyway. My next step is making a custom pathing texture for it. I originally was going to just make it a bigger version of the "circle of power" so units could pass over it, but it still collided with buildings. However, in deciding to do this, I am wondering if I cant place collisions on the buildings.
The reason I question this is because I apply random rotation to the model when built. I am wondering if this pathing texture ALSO rotates when the structure does?
Im guessing not, but a man can dream <3
..........................
If this doesnt work out, I am going to try just placing a dummy unit with a collision size matching the structures, at their locations. But i REALLY dont want to have to do the math to find out how to make their offset from the origin be modified by sin/cos math so they are offset in a direction determined by buildings rotation...
Might have to bite the bullet and do that anyway though, as i am considering making it so the structure also has dummy units on it that are animated as farming. Alternatively i could just make like 9 different pathing textures and have it so the 'random rotation' randomly selects from 9 different possible options, then places a structure with the correct pathing map that correlates to that rotation
Attached is an example of these farms. 3 of them are placed in this image. Eventually I plan to make there also be variants/upgrades
I am planning to do this for most structures in the game, as I really like the look of conglomerate structures. And I have ALWAYS hated farms in this game just being a house. And even more so - i hate that they are used as walls.