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Author Topic: Firebird model problems  (Read 6424 times)

Offline Edi

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Firebird model problems
« on: May 15, 2010, 10:50:39 pm »
+craftdrop firebird for various themes has some problems with how the tiles and squares have been organized. This leads to such things as soldiers not being able to walk through the open doors of the firebird on the ufocrash map, soldiers walking half in and half out of the back wall of the firebird on both industrial and farm missions etc.

Most of these problems would be solved if the tail end of the Firebird is moved half a tile back, so that there are full tiles inside. The squares adjacent the door are a different matter. See the screenshots. Unfortunately I don't have a ufocrash screenshot, but I have marked the squares that are impassable on that map in the other screenshots. I will open a tracker item for this once I have things in gear here.

I don't know how many Firebird models there are, but since these various problems seem to crop up on several different ones, all Firebird models should be checked and fixed.

Console log for the industrial mission:

Code: [Select]
2010/05/15 21:37:25 ==== InitGame ====
2010/05/15 21:37:25 SV_AssembleMap: Sequential map assembly in 2 ms
2010/05/15 21:37:25 CM_LoadMap: "-industrial/ +craft_drop_firebird +craft_ufo_harvester +fr06_3x2 +fr12_3x3 +fr16_5x1 +fr14_1x3 +fr08 +fr09 +fr15_2x1 +fr04 +fr05 +fr13_2x1 +fr07 +fr10 +fr10 +fr01" "-16 24 0 -8 -24 0 8 16 0 -24 0 0 -8 -32 0 24 -24 0 0 16 0 -24 24 0 -24 -8 0 24 0 0 24 8 0 -24 -32 0 -24 -24 0 -16 -24 0 -16 -16 0 -24 -16 0"
2010/05/15 21:37:28 Rerouted for RMA in   2.0s
2010/05/15 21:37:28 checksum for the map '+industrial': 1661802633
2010/05/15 21:37:28 ufo script checksum 2371617315
2010/05/15 21:37:28 Created AI player (team 0)
2010/05/15 21:37:28 Created AI player (team 7)
2010/05/15 21:37:28 -------------------------------------
2010/05/15 21:37:28 Connecting to localhost...
2010/05/15 21:37:28 connection attempt from loopback connection
2010/05/15 21:37:28 load material file: 'materials/industrial.mat'
2010/05/15 21:37:43 added light, ambient=0.476837
2010/05/15 21:37:45 Starting the game...


Console log for the +farm mission:

Code: [Select]
2010/05/15 22:48:14 ==== InitGame ====
2010/05/15 22:48:16 SV_AssembleMap: Sequential map assembly in 1651 ms
2010/05/15 22:48:16 CM_LoadMap: "-farm/f_ +craft_drop_firebird +wind +craft_ufo_harvester +road_h1 +road_hs +field_a +field_a +field_a +field_b +farmhouse_a +stables_a +stables_b +farmhouse_b +farmhouse_c +filler_m_b +road_h +barn_a +barn_b +filler_l_a +filler_m_b +filler_m_b +silo +road_h +road_rt +filler_s" "-8 -32 0 16 -32 0 0 8 0 32 40 0 16 40 0 -48 16 0 -48 -48 0 16 -24 0 -48 -16 0 -16 -48 0 8 -48 0 -16 8 0 32 -48 0 -16 32 0 40 8 0 24 40 0 -16 -8 0 0 -8 0 -16 -16 0 40 24 0 -16 -32 0 8 -16 0 40 40 0 8 40 0 0 40 0"
2010/05/15 22:48:19 Rerouted for RMA in   0.0s
2010/05/15 22:48:19 checksum for the map '+farm': 3007907716
2010/05/15 22:48:19 ufo script checksum 2371617315
2010/05/15 22:48:19 Created AI player (team 0)
2010/05/15 22:48:19 Created AI player (team 7)
2010/05/15 22:48:19 -------------------------------------
2010/05/15 22:48:19 Connecting to localhost...
2010/05/15 22:48:19 connection attempt from loopback connection
2010/05/15 22:48:19 load material file: 'materials/farm.mat'
2010/05/15 22:48:31 added light, ambient=0.476837
2010/05/15 22:48:33 Starting the game...


Console log from ufocrash map:

Code: [Select]
2010/05/15 22:10:44 ==== InitGame ====
2010/05/15 22:10:44 SV_AssembleMap: Sequential map assembly in 1 ms
2010/05/15 22:10:44 CM_LoadMap: "-ufocrash/uc_ +craft_drop_firebird +craft_crash_fighter +h07 +h05 +h01 +h05 +h01 +h02 +h02 +h02 +h02" "8 -8 0 -16 0 0 -24 -16 0 0 -16 0 8 -16 0 -24 0 0 -24 16 0 -8 16 0 24 8 0 24 -16 0 24 16 0"
2010/05/15 22:10:45 Rerouted for RMA in   0.0s
2010/05/15 22:10:45 checksum for the map '+ufocrash': 925534407
2010/05/15 22:10:45 ufo script checksum 2371617315
2010/05/15 22:10:45 Created AI player (team 0)
2010/05/15 22:10:45 Created AI player (team 7)
2010/05/15 22:10:45 -------------------------------------
2010/05/15 22:10:45 Connecting to localhost...
2010/05/15 22:10:45 connection attempt from loopback connection
2010/05/15 22:10:45 load material file: 'materials/ufocrash.mat'
2010/05/15 22:10:54 added light, ambient=0.476837
2010/05/15 22:10:54 Starting the game...

« Last Edit: May 15, 2010, 10:54:12 pm by Edi »

Offline Edi

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Re: Firebird model problems
« Reply #1 on: May 16, 2010, 09:54:43 pm »
Tropical Firebird has a good example of what I was originally talking about with the impassable squares next to the doors. As an added bonus, on this model the other side works so the soldiers don't walk one half inside the Firebird wall.

Code: [Select]
CM_LoadMap: "-tropic/tr_ +craft_drop_firebird +craft_ufo_harvester +f01 +p02 +f02 +f01 +f02 +f02 +f03 +f01 +h01 +f01 +f01 +f06 +f04 +h04 +f05 +f01 +f01 +h04 +f03" "8 -32 0 0 -8 0 -32 -32 0 24 24 0 24 16 0 -16 -32 0 16 -16 0 0 -32 0 0 -24 0 -32 -16 0 -16 -16 0 -16 -8 0 -32 0 0 0 -16 0 24 -16 0 -16 8 0 -8 8 0 -32 16 0 -16 16 0 0 24 0 0 16 0"

Offline H-Hour

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Re: Firebird model problems
« Reply #2 on: May 17, 2010, 10:45:20 am »
This happens when someone misaligns it in the editor. If you haven't already, put it in the bug tracker to prevent it from being forgotten.

Offline Edi

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Re: Firebird model problems
« Reply #3 on: May 17, 2010, 11:11:57 am »
This happens when someone misaligns it in the editor. If you haven't already, put it in the bug tracker to prevent it from being forgotten.

Oh, sorry, forgot to add the tracker item link earlier.

Offline parjlarsson

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Re: Firebird model problems
« Reply #4 on: May 10, 2011, 06:09:21 pm »
Known issue, I know. Just figured I'd pop in a screenshot so people can easily grasp what's up.


Offline Kildor

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Re: Firebird model problems
« Reply #5 on: May 10, 2011, 06:51:18 pm »
and again, where is your log with mapinformation?

Offline Edi

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Re: Firebird model problems
« Reply #6 on: May 18, 2011, 10:51:05 pm »
That same problem appears also on the oriental map:

Code: [Select]
2011/05/18 23:44:44 found at './base'
2011/05/18 23:44:44 tiles: -oriental/or_ +craft_drop_firebird +house_b +house_c +house_e +house_f +craft_crash_scout +shed_a +house_c +house_f +house_a +house_g +well +house_g +well +trees_b
2011/05/18 23:44:44 pos: -24 -24 0 -24 16 0 8 -24 0 -8 0 0 8 0 0 -24 0 0 0 -16 0 -16 16 0 0 16 0 -24 -8 0 -8 -8 0 16 -8 0 16 16 0 0 -24 0 16 24 0
2011/05/18 23:44:44 tiles: 15
2011/05/18 23:44:44 CM_LoadMap: "-oriental/or_ +craft_drop_firebird +house_b +house_c +house_e +house_f +craft_crash_scout +shed_a +house_c +house_f +house_a +house_g +well +house_g +well +trees_b" "-24 -24 0 -24 16 0 8 -24 0 -8 0 0 8 0 0 -24 0 0 0 -16 0 -16 16 0 0 16 0 -24 -8 0 -8 -8 0 16 -8 0 16 16 0 0 -24 0 16 24 0"
2011/05/18 23:44:46 Rerouted for RMA in   0.0s
2011/05/18 23:44:46 checksum for the map '+oriental': 1152208970
2011/05/18 23:44:46 ufo script checksum 3248090145

Screenshots available if necessary. Running version ufoai-2.4-dev-1305475972

Offline Edi

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Re: Firebird model problems
« Reply #7 on: May 21, 2011, 10:06:16 am »
I have in the past talked about how it always looks like the firebird doors seem to be three squares wide so that three soldiers could come out abreast, but how in reality it is not. This has something to do with the model and actor clips or whatnot. Not knowing anything about modeling or mapmaking, I can't comment on that very well.

However, here is a screenshot of what I'm talking about. This is from the Africa map, a properly working Firebird model (so no problems with soldiers walking halfway inside the wall).

The firebird doors are not passable along the line where the selector is. It is clear from the screenshot that the wall extends some way into the square that would logically be passable and there is some clip blockage or something.

A question: Would it be possible to remodel the Firebird so that the door is a little bit wider and the wall does not extend past the jet engine intake behind the wing? That would give it just enough space to make it possible for a three abreast drop, as it were.

Of course, the new model would have to replace all the old ones in all the maps, so this may be asking for more than the trouble is worth, but it may be something to consider.

Offline Edi

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Re: Firebird model problems
« Reply #8 on: May 21, 2011, 10:16:03 am »
Or perhaps use the firebird from +city ? Because that one has solved the problem so that it's 2x2 but there is a slight gap between the rear wall and the soldiers. It's less distracting and counterintuitive than the one in the screenshot.

Actually, see here. Rather the +forest model fix for all.
« Last Edit: May 21, 2011, 11:08:08 am by Edi »

Offline H-Hour

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Re: Firebird model problems
« Reply #9 on: May 21, 2011, 11:31:05 am »
Yeah, it is an unfortunate consequence of the firebird's design. I would probably only be willing to change every firebird if we actually got a new firebird model, and I don't think it's on the table for the moment.