Author Topic: On the current state of things: Our role here and the use of StaticShapes  (Read 15711 times)

when did I ever suggest StaticShape be used for building?
For previously interior maps only.
If you want to recreate Interiors with StaticShape objects, you will be 'building' them with StaticShapes. Using them in the brick-based mechanic we have is just an abstraction of the same.

Is there any way of converting like Backyard or Bathroom or the kitchen file to a dts object? I ment Dif2Dts?

Is there any way of converting like Backyard or Bathroom or the kitchen file to a dts object? I ment Dif2Dts?
Someone's likely figured out a way to do it, but it's not really that simple.

Someone's likely figured out a way to do it, but it's not really that simple.

Well there is a Map23DS: http://www.garagegames.com/community/blogs/view/5909. Had to give it out because i couldn't keep it a secret anymore, And remember exe can be bad sometimes :/ Sorry Badspot i won't do it again i promise but i had to show the world (Its called risking a life)
« Last Edit: November 15, 2014, 12:48:29 AM by mario0126 »

Well there is a Map23DS: http://www.garagegames.com/community/blogs/view/5909. Had to give it out because i couldn't keep it a secret anymore, And remember exe can be bad sometimes :/ Sorry Badspot i won't do it again i promise but i had to show the world (Its called risking a life)

I see no issue with this executable, its been on a site with moderation and what not. and besides, its on a site that bl's engine runs on. You most likely won't be banned.

I see no issue with this executable, its been on a site with moderation and what not. and besides, its on a site that bl's engine runs on. You most likely won't be banned.

Will it help us make static shape maps?

If you want to recreate Interiors with StaticShape objects, you will be 'building' them with StaticShapes. Using them in the brick-based mechanic we have is just an abstraction of the same.
What I was trying to say is, spawn the StaticShape object with Wrapper's thing, then load a save with bricks build where there needs to be collision. So without the save, you'd walk right through everything.
I was also getting at the fact the results you got in the OP aren't related or relevant to Wrapper's staticmap mod at all--you are talking about making bricks static shapes, and that is not what staticmaps do at all.
I'd also like to say I never meant to say brick based structures look ugly, but rather brick based Interior reconstructions look ugly in most cases
« Last Edit: November 15, 2014, 12:27:26 PM by superdupercoolguy »

I've got an idea, what if we separate interior maps into parts as bricks and make a brick pack so you can put it all together? Okay that might be a stupid idea due to the 64x size limit but it would fix the collision issues staticshapes have.
« Last Edit: November 15, 2014, 12:54:01 PM by Filipe »

I've got an idea, what if we separate interior maps into parts as bricks and make a brick pack so you can put it all together? Okay that might be a stupid idea due to the 64x size limit but it would fix the collision issues staticshapes have.

Why not build the maps out of ModTer bricks?

Why not build the maps out of ModTer bricks?
Oh yeah that too, we can make some pretty neat modter stuff if we try enough

I've got an idea, what if we separate interior maps into parts as bricks and make a brick pack so you can put it all together? Okay that might be a stupid idea due to the 64x size limit but it would fix the collision issues staticshapes have.
I had that idea once before, biut I think a less laggy idea is to use the current static system but turn off all collision and ray casting with them and build the collision boxes with bricks.
« Last Edit: November 15, 2014, 01:26:14 PM by superdupercoolguy »

I was also getting at the fact the results you got in the OP aren't related or relevant to Wrapper's staticmap mod at all--you are talking about making bricks static shapes, and that is not what staticmaps do at all.
I'd also like to say I never meant to say brick based structures look ugly, but rather brick based Interior reconstructions look ugly in most cases
This is literally exactly what static maps do. They use StaticShape objects to construct things. The results in the OP demonstrate the significant performance impact of a small amount of extremely simply-shaped cubiod StaticShape objects compared to fxDTSBrick objects. The fact that they were created via a brick-based building system is completely semantic and irrelevant; they are still StaticShape objects.

The whole idea of using bricks for collision is unnecessary complexity; you may as well make the map out of blb shapes.

Again, I would like to also suggest that we should not have a mindset where we seek to recreate the Interior class. This is backwards thinking. We should seek to utilise a class better-fit for the purpose to achieve the advantages Interiors provided: static, large-scale structures. Bricks can easily do this already (ModTer is probably one of the best blb-based tool available for this), we just need the tools to industrialise the process like Torque Constructor did for maps.

okay then. any volunteers to create this? No? well, we'll use static shapes for now.
I think StaticShapes, or at least the script in its current state, was meant as a temporary solution.
« Last Edit: November 16, 2014, 05:44:59 PM by superdupercoolguy »

Could we make 'blocks' of fxdtsbricks around 64x64  (or higher if possible) cubes, all different parts of the bedroom, and just put it together after?
I've got an idea, what if we separate interior maps into parts as bricks and make a brick pack so you can put it all together? Okay that might be a stupid idea due to the 64x size limit but it would fix the collision issues staticshapes have.
Looks like you've read the thread and haven't reposted anything!

tell me, what looks better:

Or: