Still a no go with your code. Tried MASK_SOLID and
COLLISION_GROUP_NONE too, still not working.

Blargh.

On Tue, May 18, 2010 at 12:33 AM, Ryan Sheffer <darksk...@gmail.com> wrote:
> Hmm, you could check if its in a solid.
>
> int contents = enginetrace->GetPointContents( position );
> if ( contents & CONTENTS_SOLID )
> return false;
>
> Also try other masks like MASK_SOLID and use COLLISION_GROUP_NONE.
>
> I imagine you are doing that trace per particle movement and that seems very
> expensive to me. I would probably do a trace to the ground on creation and
> get a z value and just have each particle have its own finishing z value.
> Checking against a vector per check instead of tracing, hull checking, etc
> is way better imo. I guess you want to make sure it can hit physical props
> as well, and there are ways of optimizing for that specifically. Anyway,
> good luck. :)
>
>
> On Mon, May 17, 2010 at 7:03 PM, James K <jimmy4...@gmail.com> wrote:
>
>> It's still not creating splashes on displacements.
>>
>> The code for creating splashes is found around line 331 in
>> c_effects.cpp. Here's my modded code for it:
>> -----------------------
>> // Possibly make a splash if we hit a water surface and it's in front
>> of the view.
>>     if ( m_Splashes.Count() < 99 )
>>      {
>>        if ( RandomInt( 0, 100 ) < r_RainSplashPercentage.GetInt() )
>>        {
>>           trace_t trace;
>>            UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_SOLID, NULL,
>> COLLISION_GROUP_PLAYER, &trace);
>>           if( trace.fraction < 1 )
>>           {
>>              DispatchParticleEffect( "rain_splash", trace.endpos,
>> trace.m_pEnt->GetAbsAngles() , NULL );
>>           }
>>        }
>>     }
>>
>>                 // Tell the framework it's time to remove the particle from
>> the list
>>                return false;
>>        }
>>
>>        // We still want this particle
>>        return true;
>> }
>> ------------------
>>
>> It's completely ignoring displacements, however. If you visualize the
>> tracers you can see them going right through the displacements and
>> hitting the surface below them.
>>
>> I'm so frustrated!
>>
>> On Mon, May 17, 2010 at 10:46 AM, Ryan Sheffer <darksk...@gmail.com>
>> wrote:
>> > Ignore Util_remove, it's specific to his code. The mask and collision
>> > group should work fine. If not, you need to post all your code.
>> >
>> > ~Ryan
>> >
>> > On May 16, 2010, at 12:58 PM, James K <jimmy4...@gmail.com> wrote:
>> >
>> >> UTIL_Remove is a server thing, isn't it? The code doesn't work because
>> >> it says it's undefined.
>> >>
>> >> I'm more concerned with making the tracer collide with displacements
>> >> and other dynamic entities, because no matter what I do it won't
>> >> recognize they're there. The skybox collision isn't a major issue yet.
>> >>
>> >> James
>> >> On Sun, May 16, 2010 at 7:51 AM, Jonathan White
>> >> <killermonke...@gmail.com> wrote:
>> >>> Hi James,
>> >>>
>> >>> I am going to offer this solution since I don't think you have
>> >>> nailed down
>> >>> your problem to exactly what is going on. My guess is that the
>> >>> trace is
>> >>> hitting the rain entity itself. I say this because you have not
>> >>> added the
>> >>> rain entity a the "ignored entity" and have allowed the trace to hit
>> >>> ANYTHING.
>> >>>
>> >>> Try this code:
>> >>>
>> >>> UTIL_TraceLine( vOldPos, pParticle->m_Pos, MASK_SOLID, this,
>> >>> COLLISION_GROUP_PLAYER, &tr );
>> >>>
>> >>> if( tr.surface.flags & SURF_SKY )
>> >>> {
>> >>>        // Game Over, we hit the sky box, remove the mine from the
>> >>> world
>> >>>        UTIL_Remove(this);
>> >>>        return false;
>> >>> }
>> >>>
>> >>> Right before the collision group is "this" which if function call
>> >>> is called
>> >>> in the rain entity class will produce the desired results.
>> >>> Otherwise you
>> >>> might have to explicitly call on the rain particle entity
>> >>> (pParticle)? I am
>> >>> not sure of your setup at the moment or if you are even using
>> >>> entities, just
>> >>> wanted to throw it out there.
>> >>>
>> >>> Thanks
>> >>> Killermonkey
>> >>> _______________________________________________
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>> >>>
>> >>>
>> >>
>> >> _______________________________________________
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>> >>
>> >
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>> >
>>
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>>
>
>
> --
> ~Ryan ( skidz )
> _______________________________________________
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