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SRO - Collision System ?

Discussion on SRO - Collision System ? within the SRO Coding Corner forum part of the Silkroad Online category.

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SRO - Collision System ?

Hi, I have a silkroad server project. The only problem with the player collision system objects. Do you help me?
This code is in the hands of the Arcane project and made ​​this system here?

Programming language: C #

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Old 07/25/2012, 15:35   #2
 
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Silkroad navmesh
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Old 07/25/2012, 15:38   #3
 
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not only navmesh there is a lot more to it. It's basicly a combination of the .nvm, .bsr and .bms files to get a full collision model. You could take a look at edxNVMViewer.
But the .bms files collision is sometimes messed up and I haven't found a fix and no one ever released a fix for this problem so you're going to get a hard time figuring this stuff out.
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Old 07/25/2012, 16:05   #4
 
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Thank you for your response.
How do I show the picture, such as static objects. Is there a code for it? What Zone3 Zone1 Zone2?



Collision system and source code used in many other games like Silkroad know?

collision system is arcane code project at hand here?
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Old 07/25/2012, 16:21   #5
 
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No there isn't a collision code available and be aware that pathfinder tool still has some bugs in it. But you can use edxNVMViewer to get started with the general collision system of the terrain like mountains and rivers ect.

At stealthex.org is a post about the .bms files which contains a reader of the .bms files. This one isn't 100% correct but it does allow you to read 90% of the ingame objects.

The collision system is just really big but if you check out the edxNVMViewer you should be able to get started.

The .nvm files contain the collision of the terrain and also the Y axis (heightmap).
The .bsr files contains a hitbox of the 3d object which is used to quickly determine if the user is inside this hitbox or not.
The .bms files contain the actual collision model of a 3d object and is the last step to determine a collision.

It's a lot to process and it will take some time to figure out but there are quite a few posts at elitepvpers about this probably also a few from me and that should get you started with the collision system.
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Old 07/25/2012, 18:30   #6
 
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For most objects you can just take the outlining points from the .bsr files. Those basicly describe a bounding box which you can use for collision dectiontion. though it doesn't work for tree's for example. because the bounding box has the width and lenght of the treetop not the tree trunk.
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Old 07/26/2012, 09:47   #7
 
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Originally Posted by theonly112 View Post
For most objects you can just take the outlining points from the .bsr files. Those basicly describe a bounding box which you can use for collision dectiontion. though it doesn't work for tree's for example. because the bounding box has the width and lenght of the treetop not the tree trunk.
outlines doesn't work. I've tried. you have to use the objectground.
The objectground fixes the whole tree problem since you will have the trunk only.
Another reason to use the objectground is to determine if you can walk trough a 3d object or walk on top of a 3d object think of the centre of jangan which is a 3d object but since it has a different flag in the .bms you can walk on top of it.

But the objectground code has some bugs in it which are quite annoying to find since I have never got everything working properly.
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