View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004175 | The Dark Mod | Design/Coding | public | 15.07.2015 18:13 | 18.07.2015 13:38 |
Reporter | SteveL | Assigned To | SteveL | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.04 | ||||
Target Version | TDM 2.04 | Fixed in Version | TDM 2.04 | ||
Summary | 0004175: Using models as breakables doesn't work right | ||||
Description | http://forums.thedarkmod.com/topic/17258-breakable-glass/ If you use a rotated model as a func_fracture, the shards are not placed right at map start. The model looks already shattered, before it gets hit. The shards are oriented correctly, but placed wrongly. Looks like the game is using the rotation when creating the shards but not when placing them. | ||||
Tags | No tags attached. | ||||
child of | 0004177 | new | Func_fractures overhaul |
The problem was in idBrittleFracture::Fracture_r When it sets the origin and axis of a new shard, it fails to take into account the existing axis when setting the origin. That's ok for worldspawn-derived models where the axis is always neutral, but it messes up rotated models. |
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rev 6514 game/BrittleFracture.cpp |
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Date Modified | Username | Field | Change |
---|---|---|---|
15.07.2015 18:13 | SteveL | New Issue | |
15.07.2015 18:13 | SteveL | Status | new => assigned |
15.07.2015 18:13 | SteveL | Assigned To | => SteveL |
15.07.2015 19:26 | SteveL | Note Added: 0007636 | |
15.07.2015 19:31 | SteveL | Note Added: 0007637 | |
15.07.2015 19:31 | SteveL | Status | assigned => resolved |
15.07.2015 19:31 | SteveL | Fixed in Version | => TDM 2.04 |
15.07.2015 19:31 | SteveL | Resolution | open => fixed |
18.07.2015 13:38 | SteveL | Relationship added | child of 0004177 |