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Collisions

Discussion on Collisions within the SRO Coding Corner forum part of the Silkroad Online category.

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Old   #1
 
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Collisions

Hey,
I would like to start with collisions on a silkroad emulator, but I do not know where or how to start.
I have read already all threads here with collisions.

May you could help me where or how to start...?

Hopefully somebody could help
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Old 06/26/2011, 19:27   #2
 
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First you should look at pushedx project NVM Reader or something like that, after that you should look at a BSR parser, bsr is the format of objects in sro.
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Old 06/26/2011, 19:31   #3
 
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Quote:
Originally Posted by chea77er View Post
First you should look at pushedx project NVM Reader or something like that, after that you should look at a BSR parser, bsr is the format of objects in sro.
Yeah I spend already some hours, but I realy don't know how to start with it...
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Old 06/26/2011, 19:53   #4
 
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Old 06/26/2011, 22:07   #5
 
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Not knowing where to start that's soo easy to say to let other people do the work for you.

If you don't know where to start you just think what am I trying to do. split the problem up into pieces and take a piece and search for info. for example collision well if you searched on google you would already know that the .nvm contains the terrain info the brs a simplified 3d object box. and the bms files the details of the 3d objects.

and searching on google you would get A LOT of examples about collision detection and that stuff. also an good example would be to search in open source projects. these doesn't have to be silkroad projects since there isn't an open source emulator with collision detection. But there are a lot of mmo games out which are kinda like silkroad so those will probably help you.
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Old 06/28/2011, 16:37   #6
 
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Quote:
Originally Posted by kevin_owner View Post
Not knowing where to start that's soo easy to say to let other people do the work for you.

If you don't know where to start you just think what am I trying to do. split the problem up into pieces and take a piece and search for info. for example collision well if you searched on google you would already know that the .nvm contains the terrain info the brs a simplified 3d object box. and the bms files the details of the 3d objects.

and searching on google you would get A LOT of examples about collision detection and that stuff. also an good example would be to search in open source projects. these doesn't have to be silkroad projects since there isn't an open source emulator with collision detection. But there are a lot of mmo games out which are kinda like silkroad so those will probably help you.
I couldn't find a emulator on wich collisions are. The most games are already client sided collisions. Could you tell me 1game where is a open source with collisions?
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Old 06/28/2011, 16:44   #7
 
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Originally Posted by Kamisuro_x View Post
I couldn't find a emulator on wich collisions are. The most games are already client sided collisions. Could you tell me 1game where is a open source with collisions?
why a compete game? there so many collision tutorials in the web. just google for it.
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Old 06/28/2011, 16:49   #8
 
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Another question, how do I load 700mb of nvm files? The server would waste alot of ram if I would load them with memory...
Do I have to load bsr & bms files too?
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Old 06/28/2011, 17:53   #9
 
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Yes it would take a lot of ram if you read the entire navmesh file. What you could do is to strip the things you don't use so it's smaller and only load for example the crowded area's navmesh files. you have area's for example parts of europe where nobody walks so you don't need those in the memory. But if somebody does walk in that area you could simply load the navmesh file do anything you want to do with it and unload it.

And you also need to load the bsr and bms files. but there is a system for that.
The bsr files contains a rectangle of the 3d object so you can check if the user is inside that object or not if it is you can load the bms file.

I haven't found an optimized system for myself because I'm still working on it but you could play arround with the unloading of certain navmesh files and stripping the navmeshes to reduce it's size.
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Old 06/28/2011, 18:33   #10
 
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well,as far as I know there are many unneeded things in the navmesh files,and the important info is about 20mb..so you should create a sorted file of them or sth like that
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Old 06/28/2011, 19:31   #11
 
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I got a problem with loading the files...I do not get even the structure!
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Old 06/28/2011, 19:33   #12
 
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That's the AINAVDATA file which is probably the AI navigation data for the mobs or something like that. you need the .nvm files.

you can take drew's edxnvmviewer to read the files. btw the name of the navmesh files is the region in a short in hex.

EDIT: Now that this thread is so active does could someone help me with the cave collision? is that one also in a .nvm file or is there a special file for it?
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Old 06/28/2011, 23:18   #13
 
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Quote:
Originally Posted by chea77er View Post

Sorry for do a little off-topic but i'm not see the source of kbot there.

I need it for understand how a bot works, and later try to do one for me.

I searched and find sourcecode in cp-g, needed to register, then i registred but i guess the link is broken!

So i'm ask if someone have this source could share it i'll be very glad!

thanks in advance
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Old 06/28/2011, 23:58   #14
 
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Quote:
Originally Posted by Ferpa_ View Post
Sorry for do a little off-topic but i'm not see the source of kbot there.

I need it for understand how a bot works, and later try to do one for me.

I searched and find sourcecode in cp-g, needed to register, then i registred but i guess the link is broken!

So i'm ask if someone have this source could share it i'll be very glad!

thanks in advance
you'll never get kmap source,I guess so
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Old 06/29/2011, 10:34   #15
 
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Maybe reflector.net. kbot is written in .NET and the developer already released the code somewhere so it's okay to decompile.
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