Here's my 2nd video of hit box problems for Grim Plexus. Think it's safe to say all building in the F7 grid need to be looked at.
2
7 replies to this topic
#1
Posted 03 June 2017 - 01:59 AM
#2
Posted 03 June 2017 - 11:20 AM
Sairr, this problem has been encountered on all maps .
My guess is that rounding errors happen engine-internally (or rather: in the editor) when shrinking textures and objects to appropriate size .
Good stuff in the video though, thanks for pointing it out in such a stark way !
My guess is that rounding errors happen engine-internally (or rather: in the editor) when shrinking textures and objects to appropriate size .
Good stuff in the video though, thanks for pointing it out in such a stark way !
#3
Posted 03 June 2017 - 06:40 PM
The Shortbus, on 03 June 2017 - 11:20 AM, said:
Sairr, this problem has been encountered on all maps .
My guess is that rounding errors happen engine-internally (or rather: in the editor) when shrinking textures and objects to appropriate size .
Good stuff in the video though, thanks for pointing it out in such a stark way !
My guess is that rounding errors happen engine-internally (or rather: in the editor) when shrinking textures and objects to appropriate size .
Good stuff in the video though, thanks for pointing it out in such a stark way !
No, the issue is that the people who make assets simply don't care. They just don't put in any effort. They probably use ProOptimise to reduce the poly count on physics materials (hitboxes) and don't do any manual trimming, and don't even bother looking at the results before putting them into the game. Absolutely no consideration for the accuracy of the low-poly collision materials.
Just look at this:
#4
Posted 03 June 2017 - 07:39 PM
Not saying its right but most likely done to keep system requirements lower
More people = more mech packs
More people = more mech packs
Edited by OZHomerOZ, 03 June 2017 - 07:40 PM.
#5
Posted 03 June 2017 - 10:16 PM
Spoiler
Bless ya, Tarogato, that is one of the problems I wasnt pointing out directly, but was tagging along as background thought .
#6
Posted 04 June 2017 - 10:50 AM
Sweet Jesus this is some sloppy work.
I wonder if they would get a level consisting of nothing but boxes right?
I wonder if they would get a level consisting of nothing but boxes right?
#7
Posted 04 June 2017 - 04:19 PM
Now it all makes sense! Thank you!
#8
Posted 04 June 2017 - 08:01 PM
Definitely a good visual of just -how- bad it is; worse than I thought to be perfectly blunt. I knew it was sloppy... but that's some extra level of sloppy for a game so reliant on pinpoint aiming and positioning (with cover you don't know is there or not).
Here's hoping for a pass on the map resources to get it more in check. It's bad enough with invisible ridges and terrain keeping you guessing, only to have the spires and the like being -that- drastically inflated.
Here's hoping. I can understand trying to lower the amount of system load they cause, but with a FPS precision should really be more prioritized.
Here's hoping for a pass on the map resources to get it more in check. It's bad enough with invisible ridges and terrain keeping you guessing, only to have the spires and the like being -that- drastically inflated.
Here's hoping. I can understand trying to lower the amount of system load they cause, but with a FPS precision should really be more prioritized.
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