The executive summary is that it is uncertain whether this sort of tweaking of the bounding region of a creature for creature/creature and creature/world collisions would work without undesirable visual effects, and it may involve some unwieldy things even if it is possible.
This is the longer answer:
It's not clear to me, without further investigation, how the personal space for a creature is derived. It appears to be one of:
- Derived from the bounding region of the collider data for a model, or
- Derived from the PERSPACE appearance row.
- Some combination of the two (perhaps PERSPACE specifies a minimum or maximum value, otherwise the model bounding region is used).
It's unclear whether PERSPACE is a fallback if the model didn't exist or not. Some testing would need to confirm the actual behavior here.
Regardless, if the bounding region is defined by the model collision information, then the only way to change this is by adjusting the creature scale, which obviously has visual effects that are probably not desirable.
If the bounding region is just defined by PERSPACE then there may be some opportunity to control this by definining alternate appearance rows, although that has a lot of other downsides (must be duplicated for each possible PC appearance row for each alternate space volume that we want).
clipping
- CloudDancing
- Ancient Red Dragon
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Re: clipping
There is a script/addon to remove collisions via Haven via Kemo.
It is programmed to turn off in combat to prevent the player from running through a hostile or running through walls, doors, gates, and anything solid with a walkmesh below it.
I can't see any fix for this other than players operating the UI more masterfully and choosing their positions in melee carefully. Which is extremely hard to do if you are panicing.
For example, Elrien gets yelled at for not retreating fast enough. On MY screen I see Elrien tripping over rocks, Eifor, and other PCS that are lagging or in the way. Or of course she is lagging because a healing spell has forced her to path some crazy way which IF I interupt that action will result in death for that PC.
My suggestion is simply builders need to THINK when creating areas. I really despise blue walkmesh cutters in exteriors because each seperate one leaves a tiny gap (see Orc than ran through the wall in Settlestone.) Also unless you are doing a complete flat view over the terrian you are cutting they skew. As well there are sometimes that a cutter is uneeded and can be left out so players can move.
I use a very fine brush and the terrain cutter that actually makes terrain unwalkable leaving small flexible grey area of buffer on the edges of walls and buildings.
(PS. Clipping is what occurs when an item does not fit your model and parts stick out weirdly OR when you see part of layered placeables sticking out from each other or when you turn the camera and you loose bits of graphics. It's a graphics term.)
It is programmed to turn off in combat to prevent the player from running through a hostile or running through walls, doors, gates, and anything solid with a walkmesh below it.
I can't see any fix for this other than players operating the UI more masterfully and choosing their positions in melee carefully. Which is extremely hard to do if you are panicing.
For example, Elrien gets yelled at for not retreating fast enough. On MY screen I see Elrien tripping over rocks, Eifor, and other PCS that are lagging or in the way. Or of course she is lagging because a healing spell has forced her to path some crazy way which IF I interupt that action will result in death for that PC.
My suggestion is simply builders need to THINK when creating areas. I really despise blue walkmesh cutters in exteriors because each seperate one leaves a tiny gap (see Orc than ran through the wall in Settlestone.) Also unless you are doing a complete flat view over the terrian you are cutting they skew. As well there are sometimes that a cutter is uneeded and can be left out so players can move.
I use a very fine brush and the terrain cutter that actually makes terrain unwalkable leaving small flexible grey area of buffer on the edges of walls and buildings.
(PS. Clipping is what occurs when an item does not fit your model and parts stick out weirdly OR when you see part of layered placeables sticking out from each other or when you turn the camera and you loose bits of graphics. It's a graphics term.)
- Swift
- Mook
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Re: clipping
Cause I'm anal and want to feel old school (old skool, if you will) it is also used as a general term when collision is completely disabled, as first used in games like Doom and Quake via the 'noclip' cheat that allowed you to pass through walls and enemies.Cloud_Dancing wrote: (PS. Clipping is what occurs when an item does not fit your model and parts stick out weirdly OR when you see part of layered placeables sticking out from each other or when you turn the camera and you loose bits of graphics. It's a graphics term.)
I feel old now.