Game Development Community

Explosion Masking Issue

by Steve Acaster · in Torque 3D Professional · 05/06/2009 (9:45 am) · 3 replies

Blast radius damage goes through polysouped enabled DTS models. As this format is going to replace DIF for interiors/buildings, it might be an idea to change the masks blast radius checks when calculating damage/impulse.

#1
05/06/2009 (12:09 pm)
I suppose that the ForceField mask should be taken out also. I was wondering about static shapes and polysoup since the radiusdamage function determines things on an all or nothing basis, which means that a lamp post could potentially block a blast radius just like a large wall should, if masking for those types were turned on.

EDIT: I know it says differently in the comments than what I said, but I think there is something screwy with the coverage calculation or either the projectile itself.
#2
05/11/2009 (5:10 pm)
Logged as THREED-448
#3
09/17/2010 (5:06 pm)
Fixed in 1.1 Beta 3.