cRPG

cRPG => Suggestions Corner => Topic started by: DaveUKR on August 06, 2012, 05:52:40 pm

Title: Fixed collision meshes
Post by: DaveUKR on August 06, 2012, 05:52:40 pm
If anyone cares - in this thread I'll add my fixed collision meshes (so called invisible walls or hitboxes).

Added 18.08.2012. I have fixed snowy pine. Its enormous collision mesh (invisible wall) caused a lot of rage in hearts of cavalry getting stopped by the air and ranged having their ammo stuck close to the pine.
Before (you can see how it's bigger than a real pine) and after and optimized:
(click to show/hide)
bo_snowy_pine_2 in xtree_meshes_c.brf



Added 18.08.2012. Fixed collision mesh for portcullis. I remember a lot of hate on pikemen who could attack through this object but archers couldn't shoot through it. So I got it fixed, now you can shoot through free spaces.
Before and after.
(click to show/hide)
bo_portcullis_a in doors.brf



Added 18.08.2012. Fixed some tree meshes to chill some more ranged players. Melee players - don't forget that if you swing or thrust into the collision mesh - your attack bounces as well! No more invisible walls close to the trees.
Before - after
(click to show/hide)
Fixed all collision meshes there in tree_e_meshes.brf


Added 18.08.2012. Annoying palm which forced so many tears to drain out of players' eyes. Plus also one tree got fixed
Before - after - optimized
(click to show/hide)
Fixed bo_palm_a and bo_tree_a01 in tree_f.brj


Amount of faces in collision meshes.
Name:
Original
Edited
Optimized
bo_snowy_pine_2
22
24
-
bo_portcullis_a
8
154
76
bo_tree_e_1
10
60
10
bo_tree_e_2
13
70
12
bo_tree_e_3
10
70
19
bo_palm_a
28
78
21
bo_tree_a1
34
23
-
bo_tree_11_a
40
10
-
bo_tree_9_a
40
30
-
bo_tree_10_a
120
28
24
bo_tree_12_a
capsules
79
capsules
bo_tree_12_b
capsules
57
capsules
bo_tree_12_c
capsules
42
capsules
bo_rock_e
50
39
-
bo_rock_h
24
22
-

Will post original only if they're so horrible that they should be shown :D These screenshots are from edited, but not optimized collision meshes.
xtree_meshes_b.brf

Added 18.08.2012. bo_tree_9_a
(click to show/hide)

Added 18.08.2012. bo_tree_10_a
(click to show/hide)

Added 18.08.2012. bo_tree_12_a
(click to show/hide)

Added 18.08.2012. bo_tree_12_b
(click to show/hide)

Added 18.08.2012. bo_tree_12_c
(click to show/hide)

Added 18.08.2012. bo_rock_e
(click to show/hide)

Added 18.08.2012. bo_rock_h
(click to show/hide)



Optimizing them currently.
Latest version:
http://www.filedropper.com/treesdoor_1


PM me if you have found any other problematic objects in crpg - I'll try to fix them.
Title: Re: Fixed pine collision mesh
Post by: sF_Guardian on August 06, 2012, 05:57:18 pm
Gj, hopefully you`ll continue your crusade against bad hitboxes and stuff :)
Title: Re: Fixed pine collision mesh
Post by: Vibe on August 06, 2012, 05:58:45 pm
GJ Dave.
Title: Re: Fixed pine collision mesh
Post by: Miwiw on August 06, 2012, 06:00:06 pm
You don't want to shoot the trees, do you!!  :D
Title: Re: Fixed pine collision mesh
Post by: [ptx] on August 06, 2012, 06:10:45 pm
Stop being so useful, Dave! :?
Title: Re: Fixed pine collision mesh
Post by: Zerran on August 06, 2012, 06:29:08 pm
Really hope they implement this. +1
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 06, 2012, 06:57:31 pm
I've added one more object and will try to add more. Screenshots in the first post.
Title: Re: Fixed collision meshes
Post by: Knitler on August 06, 2012, 07:10:27 pm
lookin nice, +1 hopefully spears can thrust through this gates too not only arrows ^^
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 06, 2012, 07:14:08 pm
lookin nice, +1 hopefully spears can thrust through this gates too not only arrows ^^

Sure, they can, but you'll have to aim good not to hit the wood.
Title: Re: Fixed collision meshes
Post by: Nessaj on August 06, 2012, 07:20:01 pm
Good stuff Dave.
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 06, 2012, 08:06:35 pm
added some fixed trees. The most horrible flora has been fixed. Please tell me if you remember any other objects with horrible hitboxes.
Title: Re: Fixed collision meshes
Post by: Digglez on August 06, 2012, 11:57:43 pm
wow some very awesome work. when can we expect these to get put into action?
Title: Re: Fixed collision meshes
Post by: Jarlek on August 07, 2012, 05:17:27 am
This is very nice.
Title: Re: Fixed collision meshes
Post by: Winterly on August 07, 2012, 05:22:11 am
Nicely done and awesome work! :]
Title: Re: Fixed collision meshes
Post by: Tears of Destiny on August 07, 2012, 05:39:47 am
Fantastic work!
Title: Re: Fixed collision meshes
Post by: Oberyn on August 07, 2012, 08:14:54 am
I understand nothing of this, technically, but is there a chance these more detailed meshes will have an impact on performance?
Title: Re: Fixed collision meshes
Post by: [ptx] on August 07, 2012, 08:19:06 am
There shouldn't be.
Title: Re: Fixed collision meshes
Post by: Silveredge on August 07, 2012, 08:20:06 am
Awesome.
Title: Re: Fixed collision meshes
Post by: Vibe on August 07, 2012, 08:22:46 am
I understand nothing of this, technically, but is there a chance these more detailed meshes will have an impact on performance?

Collision meshes define where another object collides with the owner of the collision mesh (in this case the trees and doors). Dave made them smaller and more accurate to their 3d model.
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 07, 2012, 09:03:58 am
I understand nothing of this, technically, but is there a chance these more detailed meshes will have an impact on performance?

These meshes have a very small amount of faces if you compare them to real model. Other exterior objects (houses, castles etc.) have significantly bigger amount of faces so this will never affect performance but will only fix some of these invisible walls.
Title: Re: Fixed collision meshes
Post by: Chort on August 07, 2012, 09:31:02 am
It would be nice to reduce the number of faces as much as possible. Collision meshes is used to detect collision on CPU, which is slower then GPU. There is a lot of factor that may affect to performance. It need to find a balance between face count and perfomance. At least remove some useless faces.

P.S. just a thought...
Title: Re: Fixed collision meshes
Post by: Bjord on August 07, 2012, 09:37:08 am
Looking at the before's, I am mentally sighing at how the person in change were even allowed to stay at TaleWorlds. That is not even funny. Looks like 5 minute effort(in total).
Title: Re: Fixed collision meshes
Post by: Vibe on August 07, 2012, 09:41:27 am
Looking at the before's, I am mentally sighing at how the person in change were even allowed to stay at TaleWorlds. That is not even funny. Looks like 5 minute effort(in total).

drew a cubical collision mesh over everything like boss


This also makes me wonder how the character hitboxes look...
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 07, 2012, 09:49:59 am
It would be nice to reduce the number of faces as much as possible. Collision meshes is used to detect collision on CPU, which is slower then GPU. There is a lot of factor that may affect to performance. It need to find a balance between face count and perfomance. At least remove some useless faces.

P.S. just a thought...

Palm collision mesh has the biggest amount of faces among others (78), the smallest amount is 6 (lol!). Just to compare: collision meshes of destroyed walls (currently used in strategus) have 400 faces (from 100 to 1500 faces actually) and that's just a destroyed castle wall.

And there are a lot of native trees with 50+ faces (even some with 100+) so generally it won't change anything, I just made it a bit more accurate.
Title: Re: Fixed collision meshes
Post by: FRANK_THE_TANK on August 07, 2012, 10:49:38 am
What Dave isn't telling anyone is that he has gimped all the trees so that he can climb up the top of them and snipe us all like dogs.

Damn you Dave! DAMN YOU!
Title: Re: Fixed collision meshes
Post by: Meow on August 07, 2012, 01:11:15 pm
Palm collision mesh has the biggest amount of faces among others (78), the smallest amount is 6 (lol!). Just to compare: collision meshes of destroyed walls (currently used in strategus) have 400 faces (from 100 to 1500 faces actually) and that's just a destroyed castle wall.

And there are a lot of native trees with 50+ faces (even some with 100+) so generally it won't change anything, I just made it a bit more accurate.

Besides the part where I already told you that the destroyed walls are not supposed to be in game, what do you mean by "just a destroyed castle wall"?
Obviously there are more trees around than destroyed castle walls, especially during normal gameplay.
Back when they were made they were done for testing, why they were actually included for strat I do not know since not only the collision models need fixing.


How much testing did you do with your new collision objects?
Performance wise I mean.
Here are the stats for the faces:

Name:
Original
Edited
bo_snowy_pine_2
22
24
bo_portcullis_a
8
154
bo_tree_e_1
10
60
bo_tree_e_2
13
70
bo_tree_e_3
10
70
bo_palm_a
28
78
bo_tree_a1
34
23


Could potentially kill the game on old CPUs on tree heavy maps.

Might have been a good idea to talk to someone (not me) about the intentionally bigger hitbox especially in the places where there is foliage on the trees.
Seems reasonable arrows and bolts stuck / deflected and horses stopped by heavy branches next to the trunk.
Thought about how easy this will make it for any ranged player on maps like Battle on Ice if they remove the foliage?

Also, which native trees have 50+ faces collision objects again?
Or did you just check the regular models and took the faces of those, then compared them to your collision objects?

Don't mean to be a dick here just thought I'd keep the undertone of our irc conversation about this.
Title: Re: Fixed collision meshes
Post by: Ozin on August 07, 2012, 01:39:12 pm
Nice initiative, though some of those collision meshes could use some optimalization. Repeatable use of trees with "high" collision poly count is bad for server performance, so try to find a balance between accurate representation of the mesh and performance.
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 07, 2012, 01:40:07 pm
Meow, it's impossible to kill CPU even with heavy tree maps. Open xtree_meshes_c, most of them have more than 50 faces, open xtree_meshes_b, some of them have hundreds of faces (checked the first one under the cursor - bo_tree_8_c, 240 faces, same for other xtree_meshes files. bo_tree_a02 has 126 faces in tree_f.brf and others, cba to paste here. Just have a look and then post such huges posts.

Nice initiative, though some of those collision meshes could use some optimalization. Repeatable use of trees with "high" collision poly count is bad for server performance, so try to find a balance between accurate representation of the mesh and performance.

Most of trees in native .brf have more faces.
Title: Re: Fixed collision meshes
Post by: Ozin on August 07, 2012, 01:45:39 pm
I'm talking about collision meshes. The server doesn't need to render the normal meshes, only calculate collisions. Thus, keeping the collision meshes as low as possible is important. If some native tree collision meshes are bad for performance, it shouldn't be used as an excuse.
Title: Re: Fixed collision meshes
Post by: Meow on August 07, 2012, 01:47:15 pm
Meow, it's impossible to kill CPU even with heavy tree maps. Open xtree_meshes_c, most of them have more than 50 faces, open xtree_meshes_b, some of them have hundreds of faces (checked the first one under the cursor - bo_tree_8_c, 240 faces, same for other xtree_meshes files. bo_tree_a02 has 126 faces in tree_f.brf and others, cba to paste here. Just have a look and then post such huges posts.

Most of trees in native .brf have more faces.

Also, which native trees have 50+ faces collision objects again?
Or did you just check the regular models and took the faces of those, then compared them to your collision objects?

So that part of my post was wrong, now answer the rest of it instead of ignoring it?
How much testing did you do?
Title: Re: Fixed collision meshes
Post by: Gravoth_iii on August 07, 2012, 02:09:50 pm
This is awesome, could you try to fix some buildings, too? Some of the corners stretch out really far on the desert themed houses, like i try to throw something but it gets stuck in the air like 30cm from the actual corner :/
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 07, 2012, 02:10:56 pm
So that part of my post was wrong, now answer the rest of it instead of ignoring it?
How much testing did you do?

If you think that this will kill low-end CPU machines - go and check it by yourself. I don't have old CPU to test it. About foliage. It got removed only in the Pine to have less faces since nobody shoots through it (too high and you can't see through it)

I'm talking about collision meshes. The server doesn't need to render the normal meshes, only calculate collisions. Thus, keeping the collision meshes as low as possible is important. If some native tree collision meshes are bad for performance, it shouldn't be used as an excuse.

Oh God, I'm talking about it too, I'm not that stupid. Those faces are from collision meshes ofc!
Title: Re: Fixed collision meshes
Post by: Meow on August 07, 2012, 03:08:20 pm
Well, sure can't be added without proper testing on a dedicated server.

Can't tell if performance changed with the new dedicated server software but that's not available to anyone at the moment anyway.
You can go ahead and ask a clan to use those on their training server or something then get people on it to test if the performance changes.
As in ask the server op if the cpu load is different from when the native collision objects were used with the same amount of players.
Try this on tree heavy maps.
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 07, 2012, 03:19:36 pm
Well, sure can't be added without proper testing on a dedicated server.

Can't tell if performance changed with the new dedicated server software but that's not available to anyone at the moment anyway.
You can go ahead and ask a clan to use those on their training server or something then get people on it to test if the performance changes.
As in ask the server op if the cpu load is different from when the native collision objects were used with the same amount of players.
Try this on tree heavy maps.

why should I do this? Those trees are the same as others, they don't use more faces than other trees, they use more than their previous collision mesh (which was fucked up).  :rolleyes:
Title: Re: Fixed collision meshes
Post by: Meow on August 07, 2012, 03:22:17 pm
K, then I'm out of this thread.

Laters.
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 07, 2012, 03:26:32 pm
K, then I'm out of this thread.

Laters.

Alright, I'll optimize them so you won't have any excuse not to add them.
Title: Re: Fixed collision meshes
Post by: Ozin on August 07, 2012, 03:34:02 pm
Don't misunderstand us Dave, I'd like to add them. Just thought it would be nice to optimize them while you're at it. And sorry about being mistaken about the other trees, I'm using my phone so I couldn't check the brfs.

The new portcullis should be fun  :D
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 07, 2012, 03:51:32 pm
Don't misunderstand us Dave, I'd like to add them. Just thought it would be nice to optimize them while you're at it. And sorry about being mistaken about the other trees, I'm using my phone so I couldn't check the brfs.

The new portcullis should be fun  :D

No problem, I'll try my best.

Do you want me to do collision meshes for foliants? I think nobody shoots that high and arrows sticking in leaves would look stupid.

Is this okay for you? 78 faces -> 44 faces
(click to show/hide)
Title: Re: Fixed collision meshes
Post by: Ozin on August 07, 2012, 03:54:24 pm
Yeah, that looks a lot more reasonable.
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 07, 2012, 04:13:11 pm
Yeah, that looks a lot more reasonable.

alright, i'll optimize it as well as I can. Will try it to make so it won't affect on the accuracy of these collision meshes.
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 07, 2012, 11:42:09 pm
Name:
Original
Edited
Optimized
bo_snowy_pine_2
22
24
24
bo_portcullis_a
8
154
153
bo_tree_e_1
10
60
10
bo_tree_e_2
13
70
12
bo_tree_e_3
10
70
19
bo_palm_a
28
78
44
bo_tree_a1
34
23
23




bo_snowy_pine_2
(click to show/hide)

bo_tree_e_1
(click to show/hide)

bo_tree_e_2
(click to show/hide)

bo_tree_e_3
(click to show/hide)

bo_palm_a
(click to show/hide)



http://www.filedropper.com/treesdoor
Title: Re: Fixed collision meshes
Post by: Bjord on August 07, 2012, 11:43:00 pm
Nice, Dave. :)
Title: Re: Fixed collision meshes
Post by: zagibu on August 08, 2012, 10:19:08 pm
I don't think the polycounts of the collision meshes matter that much, because if the game developer was not a complete retard, he will first check regular AABB overlap before the detailed collision mesh is even used.

A test should be quite easy though, just make a large map, fill it with thousands of trees of the old sort and one with thousands of trees of the new sort, comparek FPS on an old machine.
Title: Re: Fixed collision meshes
Post by: Everkistus on August 09, 2012, 08:35:22 am
Very nice work Dave. If this gets in the whole cRPG community can thank you for making the mod a bit better.
Title: Re: Fixed collision meshes
Post by: Byrdi on August 09, 2012, 03:00:56 pm
Really great job! Now this is a useful member of our cominity!
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 09, 2012, 03:33:23 pm
I'm postin editing pics. Will post original only if they're so horrible that they should be shown :D These screenshots are from edited, but not optimized collision meshes.

xtree_meshes_b.brf

bo_tree_9_a
(click to show/hide)

bo_tree_10_a
(click to show/hide)

bo_tree_12_a
(click to show/hide)

bo_tree_12_b
(click to show/hide)

bo_tree_12_c
(click to show/hide)

Name:
Original
Edited
Optimized
bo_tree_11_a
40
10
-
bo_tree_9_a
40
30
-
bo_tree_10_a
120
28
-
bo_tree_12_a
280
79
60
bo_tree_12_b
200
57
40
bo_tree_12_c
200
42
37


Optimizing them currently.
Title: Re: Fixed collision meshes
Post by: Casimir on August 09, 2012, 04:16:34 pm
Nice work!
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 09, 2012, 04:49:13 pm
Added rocks
bo_rock_e
(click to show/hide)

bo_rock_h
(click to show/hide)

bo_rock_e   
50 -> 39
   
bo_rock_h   
24  -> 22
Title: Re: Fixed collision meshes
Post by: Son Of Odin on August 09, 2012, 04:55:54 pm
A for APPROVED! Good work Dave! Keep it up. If you can be arsed, make couple new maps as well where cav won't ride into invisible walls and so on :). You got some useful skills.

EDIT: I also +1 every single one of your posts in this thread.

Others should do the same if they think Dave is
visitors can't see pics , please register or login
Title: Re: Fixed collision meshes
Post by: Jarlek on August 09, 2012, 09:37:29 pm
(click to show/hide)
Omfg, lol :D
Title: Re: Fixed collision meshes
Post by: Zerran on August 09, 2012, 10:02:56 pm
Hahahaha, man some of these originals are just pitiful. Keep up the good work Dave.
Title: Re: Fixed collision meshes
Post by: Youhou on August 10, 2012, 10:49:46 am
Nice work but why arent the original models triangulated? (not like it matters, just looks weird) Also some of the new ones looks really messy, I think the polycount could be reduced much more
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 10, 2012, 11:39:26 am
Nice work but why arent the original models triangulated? (not like it matters, just looks weird) Also some of the new ones looks really messy, I think the polycount could be reduced much more

screenshots of some new meshes are screenshots of edited, but not optimized. So the amount of polygons is reduced. Which new look messy? Original models are triangulated, only a few of them are made using cylinders (capsules)
Title: Re: Fixed collision meshes
Post by: Youhou on August 10, 2012, 11:46:37 am
Tree 12 a. I think some of the messiness comes from that you show entire wireframe. I haven't really looked others cause I'm usin my phone
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 10, 2012, 12:09:25 pm
Tree 12 a. I think some of the messiness comes from that you show entire wireframe. I haven't really looked others cause I'm usin my phone

That's the screenshot of not optimized mesh. The optimized mesh has 19 less faces.

(click to show/hide)
Title: Re: Fixed collision meshes
Post by: Ozin on August 10, 2012, 12:37:52 pm
Outstanding work Dave. I'll add them in a couple of days.
Title: Re: Fixed collision meshes
Post by: Youhou on August 10, 2012, 03:46:01 pm
That's the screenshot of not optimized mesh. The optimized mesh has 19 less faces.

(click to show/hide)

That looks nice! Yup it was the full wire frame that made it look weird
Title: Re: Fixed collision meshes
Post by: Bulzur on August 10, 2012, 04:18:57 pm
Very nice optimized mesh.

Will really feel more realistic now. It was always so dull, being really "into it", then crossing an arrow sticking 20cm from a tree, and thinking "oh right...".

Thanks for your work.
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 10, 2012, 09:05:07 pm
Outstanding work Dave. I'll add them in a couple of days.

still needs some testing and need also some feedback of players for other objects which cause problems.
Title: Re: Fixed collision meshes
Post by: Elindor on August 10, 2012, 10:00:28 pm
Good stuff....makes me scared to see just how bad the collision meshes around weapons and people are.  People always complain about "ghost reach" and now im really scared! :)
Title: Re: Fixed collision meshes
Post by: Lichen on August 10, 2012, 10:51:37 pm
Good stuff....makes me scared to see just how bad the collision meshes around weapons and people are.  People always complain about "ghost reach" and now im really scared! :)
Yeah I'd like to see the player collision mesh. Only thing I'm thinking is maybe the original tree collision meshes were larger than the model on purpose, like to prevent the player sides from visually clipping in to it. But hopefully not cause it'd be really nice to have these improved ones. Especially if they can also free up resources to increase server performance.
Title: Re: Fixed collision meshes
Post by: DaveUKR on August 18, 2012, 04:15:47 pm
Everything from the post was added to crpg. Will be up in the next version.
Title: Re: Fixed collision meshes
Post by: DaveUKR on March 03, 2013, 12:00:36 pm
Does anyone have the file? Unfortunately I've lost it and it was not added to the server  :(