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.