Pluggin editing & BSP>Collision materials
Posted: Tue Jan 29, 2008 7:20 am
I've decided to step out of the noobs anonymous program and decided to do a bit of pluggin research, Is there any kind of tutorial as to how to use the pluggin editor correctly?
example I think in BSP>Collision materials the Int 32 is pointing to the material type, at the moment this is just a negative number, so I think Int 32 of -65432 means concrete (this is on turf if that matters *I checked -65432 seems common for concrete*)how could I make this a drop down tab so you could change it easily?
I can't fully reason why or how changing this number to another would change a surface's material type but I can't shake the feeling that this is the case
*EDIT*
theory tested and I think I'm on to something, I changed lots of things to what I think is the number for wood (the wood floor of cyclotron) and it they now behave like wood surfaces (breakable glass doesn't break, the pool at the bottom of cyclotron doesn't splash anymore) explosions throw up chunks of wood from all changed surfaces
I'm still struggling to understand how it assigns the material to a surface, yes theres a shader reference in the collision materials section and that made me initially think "if something has such and such shader it assigns this material" but then thinking about skinned maps the logic falls down as you would have surfaces that have a shader that has no material assigned to it.........
but now if you have skinned a map that had say a metal floor to start with and you skinned it stone or wood or dirt you can now make it sound and behave like the surface you intended
example I think in BSP>Collision materials the Int 32 is pointing to the material type, at the moment this is just a negative number, so I think Int 32 of -65432 means concrete (this is on turf if that matters *I checked -65432 seems common for concrete*)how could I make this a drop down tab so you could change it easily?
I can't fully reason why or how changing this number to another would change a surface's material type but I can't shake the feeling that this is the case
*EDIT*
theory tested and I think I'm on to something, I changed lots of things to what I think is the number for wood (the wood floor of cyclotron) and it they now behave like wood surfaces (breakable glass doesn't break, the pool at the bottom of cyclotron doesn't splash anymore) explosions throw up chunks of wood from all changed surfaces
I'm still struggling to understand how it assigns the material to a surface, yes theres a shader reference in the collision materials section and that made me initially think "if something has such and such shader it assigns this material" but then thinking about skinned maps the logic falls down as you would have surfaces that have a shader that has no material assigned to it.........
but now if you have skinned a map that had say a metal floor to start with and you skinned it stone or wood or dirt you can now make it sound and behave like the surface you intended