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Quick follow-up to issue #446 - rail stuff #449

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2 of 5 tasks
Cervator opened this issue Feb 14, 2013 · 9 comments
Closed
2 of 5 tasks

Quick follow-up to issue #446 - rail stuff #449

Cervator opened this issue Feb 14, 2013 · 9 comments
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@Cervator
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Pulled #446 just now but there are a few tweaks needed sometime :-)

  • Make the rail intersection and tee automatically adjust rather than independent blocks? (block family stuff)
  • Adjust how lit the two straight rails appear? They differ a bit
  • Able to make the flat "blocks" show up better in the toolbar / hand? Like flat against the cubby back? Rails look funny :-)
  • Sideways motion working on ladders?
  • Add "Is Collision Symmetric" to some related block shapes - @AWFeldick ?
@ghost ghost assigned small-jeeper Feb 14, 2013
@Cervator
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Another nicety would be allowing side-arrows to work on ladders if you're facing sideways from said ladder. So if you're facing left with the ladder on your right the right arrow would move you up the ladder and left arrow move you down :-)

@skaldarnar
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Different lit blocks depending on placement are not only a problem for rail, but also for any other blocks. It becomes most apparent when you look at different placed "halfblocks". Probably worth an own issue?

@immortius
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Yes, the lighting problems are a more fundamental issue. Not sure what is going on yet, but it looks like either texcoords are being used in a way they shouldn't or normals are being messed up during rotation.

A related issue is that some of our blocks, like the halfBlock, have not been marked as having symmetric collision. If collision is marked as symmetric, then when a block family is generated through combining a shapeless block with the shape only one block is created (a symmetric family). Otherwise a horizontal block family is created. This means that we are generating more blocks than are necessary - there is no need for multiple rotations of a half block for instance (unless the textures are different on different sides, but that requires an actual block definition). @AWFeldick when you have some time would you mind updating your block shapes? It is the "Is Collision Symmetric" flag in Blender (or you can add it directly in the shape json if you don't have the originals).

@immortius
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Ok, I think I have the lighting issue fixed. Caused by some floating point errors in the ambient occlusion code in the chunk tessellator.

@small-jeeper
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  1. Ok. I will do this
  2. I 'll figure something out.=)

@Cervator
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Thanks guys :-)

I tweaked the first post a bit. Actually got the checkboxes working this time, yay ;-)

@AWFeldick
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Hey, sure thing. I didn't know that the "Is collision symmetric" has optimizing effects.

Oh, and wow immortius. You are fast!

@Cervator
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👍

@Cervator
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Split out the remaining sub-items to their own issues so closing this

I have a vague suspicion that adding the collision symmetric to some of the flat blocks may have made them render differently in other ways than just fixing lighting quirks - opaque ladders on walls and ladders/tracks invisible in hand - but I haven't verified that, just believe I recall not having those issues back when this was filed :-)

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