Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => The FreeSpace Port Upgrade => Topic started by: Tarvis on January 30, 2010, 11:38:08 am

Title: Apollo Hitbox Oddities
Post by: Tarvis on January 30, 2010, 11:38:08 am
With port .VPs, I find that lasers tend to go through the ship completely in many places, for example the upper engines on the back of the ship. Doesn't happen in retail. Here's some screenshots depicting problem areas.

(http://img694.imageshack.us/img694/4218/apollohit.png)
(http://img713.imageshack.us/img713/1310/apollohit2.png)

[attachment deleted by admin]
Title: Re: Apollo Hitbox Oddities
Post by: Galemp on January 30, 2010, 12:22:43 pm
Can someone confirm this?
Title: Re: Apollo Hitbox Oddities
Post by: MatthTheGeek on January 30, 2010, 12:52:33 pm
I remember having difficulties to hit Apollos in some Pre-GW-era campaigns, which correspond to the areas pointed above. It was, however, with the Gamma Three-Niner style Apollo that is hanging around somewhere, but I guess they share the same hitboxes (it's supposed to be nothing more than a retexturing)
Title: Re: Apollo Hitbox Oddities
Post by: Tarvis on January 30, 2010, 12:59:30 pm
It would be useful if FSO had a Show Hitboxes dev feature/debug option to show what's going on. It could be perhaps that the hitbox is simply off-center.
Title: Re: Apollo Hitbox Oddities
Post by: Herra Tohtori on January 30, 2010, 01:09:02 pm
I imagined that weapons use collision detection to determine impact, and only subsystems are dealt with by using hit boxes...  :nervous:
Title: Re: Apollo Hitbox Oddities
Post by: Tarvis on January 30, 2010, 01:33:06 pm
I imagined that weapons use collision detection to determine impact, and only subsystems are dealt with by using hit boxes...  :nervous:
Either way, whatever specifies collision detection isn't working correctly in this case.

Also it should be noted that the shield mesh is fine, just the hull is not.
Title: Re: Apollo Hitbox Oddities
Post by: TopAce on January 30, 2010, 02:56:53 pm
I haven't noticed any shot going through the Apollo, but I continually get the impression that it's harder to kill than it probably should be.
Title: Re: Apollo Hitbox Oddities
Post by: Tarvis on January 30, 2010, 03:33:00 pm
Irregardless, a good testing level for this is Training Mission 1.

As long as you don't target him (or you target him while in third person) then he should be completely stationary.
Title: Re: Apollo Hitbox Oddities
Post by: Water on January 30, 2010, 07:07:28 pm
Can someone confirm this?
A simple method to use without a lot of mission testing, go into the lab - turn transparency on.

Look at the Apollo and Angel first - the fractured triangle look is bad. Then look at the other fighters to compare.
(http://i229.photobucket.com/albums/ee67/waternz/mesh/screen0106.jpg)
(http://i229.photobucket.com/albums/ee67/waternz/mesh/screen0103.jpg)
Title: Re: Apollo Hitbox Oddities
Post by: Vasudan Admiral on January 31, 2010, 12:10:48 am
Wow, that's a really helpful technique there. Nice. :D

Ok, so having just gone through everything, the Herc2 topside is partially suspect, and the pegassus and meson bomb are VERY suspect from that test method.
Title: Re: Apollo Hitbox Oddities
Post by: General Battuta on January 31, 2010, 12:20:59 am
Irregardless

 :mad:

don't mind me, just being a language fascist!
Title: Re: Apollo Hitbox Oddities
Post by: Tarvis on January 31, 2010, 12:26:29 am
A simple method to use without a lot of mission testing, go into the lab - turn transparency on.
Aha, I think this is possibly due to the normals on the faces facing inward on most faces. I guess collision only apply for the direction normals face.

Anyway, here is a list of ships that show this problem in the lab (I am assuming proper behavior is slightly see-through, not all or nothing on some faces)

GTF Apollo
GTF Angel
GTFr Chronos (Chronos #medical does not show this problem)
Terran Probe
Nameplate area of unnamed GTD Orion
GTD Polaris Extension
GTD Polaris Pylon
PVF Anubis
PVDr Jackal
PVFr Bast
PVI Karnak
Karnak Reactor (and #cargo)
PVI Shah Extension
PVI Shah Pylon
Vasudan NavBuoy (and #destructible)
SF Scorpion
SF Gorgon
SD Demon (and #scan)

Missiles:
EVERY SINGLE MISSLE MODEL except for:
Barracuda
All Shivan missiles (incl. #Shivan variants)
Type One
Shrapnel
S_Cluster
Title: Re: Apollo Hitbox Oddities
Post by: Galemp on January 31, 2010, 01:12:00 am
Mmph, about half of those are ones I converted. That could just be because they're Port-specific, though.
Title: Re: Apollo Hitbox Oddities
Post by: Water on January 31, 2010, 05:56:46 am
Mmph, about half of those are ones I converted. That could just be because they're Port-specific, though.
Most of the models I find with that problem, I suspect originate from the Max pof exporter.
Aha, I think this is possibly due to the normals on the faces facing inward on most faces. I guess collision only apply for the direction normals face.
Unfortunately not that simple. The normals have to face out (or be double sided) otherwise you wouldn't see them at all.
Title: Re: Apollo Hitbox Oddities
Post by: Woolie Wool on February 01, 2010, 09:57:57 pm
I've never had collision problems with any missile model, ever. I think that the game must provide a fixed hitbox for missiles or something, because they will hit any model that doesn't have collision holes every time.
Title: Re: Apollo Hitbox Oddities
Post by: Aardwolf on February 01, 2010, 10:33:12 pm
I've never had collision problems with any missile model, ever. I think that the game must provide a fixed hitbox for missiles or something, because they will hit any model that doesn't have collision holes every time.

A radius, actually. And I think it may actually be 2x as big because of the centering (most
missile models have their 'center' at the rear of the missile)
Title: Re: Apollo Hitbox Oddities
Post by: Wanderer on February 01, 2010, 11:56:49 pm
Weapon radius is used only for weapon / weapon collisions and the usually large radius is in this case also usually doubled (unless special flags are in use) making bombs easier to hit.

Weapon radius seems to ignored in most of the other checks.