Opened 12 years ago

Closed 11 years ago

Last modified 10 years ago

#1217 closed defect (fixed)

'hele_wall_tower' templates visual entrance differs from drop point

Reported by: FeXoR Owned by:
Priority: Should Have Milestone: Alpha 13
Component: Art & Animation Keywords:
Cc: Patch:

Description (last modified by historic_bruno)

The 'hele_wall_tower' entities template has a visual entrance but it is on the opposite side of the drop point (where the units are placed when un-garrisoned). The drop point is placed correct (as fortresses and civil center drop points are) so only the visual part of the template has to be rotated by 180° (or PI).

Attachments (1)

hellenes_wall_tower_gate_on_wrong_side.jpg (222.1 KB ) - added by FeXoR 12 years ago.
Screenshot of unrotated defense towers compared to the Hellenes wall tower and it's VISUAL entrance

Download all attachments as: .zip

Change History (7)

comment:1 by FeXoR, 12 years ago

I think 'structures/celt_wall_gate' has to be rotated by PI, too. It has the gate attached bottom (left in rms) when placed with angle 0. But I think the gate should face outside (like for 'structures/rome_siege_wall_gate'). And all buildings faces with there front (I think that would be outside in case of a wall) top (right in rms) when placed with angle 0.

comment:2 by historic_bruno, 12 years ago

Component: Art & AnimationCore engine
Description: modified (diff)
Keywords: simple added
Summary: 'hele_wall_tower' templates visual entrance differs from drop pointCorrect unit spawning for wall towers

I believe the model is correct, the entrance will be inside-facing instead of outside-facing. The problem is the unit spawning code doesn't know about walls, that will certainly need to be fixed, so I'm updating this ticket with that info.

comment:3 by historic_bruno, 12 years ago

Owner: Art Department removed

comment:4 by FeXoR, 12 years ago

historic_bruno changed the description (that's OK ofc.) but the thing I wanted to say is gone now. So I say it again: The drop points of all buildings are consistent (e.g. bottom right when placed in Atlas without rotation) but the model of the Hellenes wall tower (and those of civs split from Hellenes) has the VISUAL entrance on the wrong side (e.g. top left in atlas). So for that only the model (not the actor/entity) has to be changed - rotated by PI.

NOTE: Most (all?) other wall towers don't have a visual entrance but defense towers have (and they are all directed properly). Defense towers on this screen shot are located on the top, Hellenes wall tower at the bottom right bottom right. All are placed unrotated in Atlas:

http://trac.wildfiregames.com/attachment/ticket/1217/hellenes_wall_tower_gate_on_wrong_side.jpg

Last edited 12 years ago by FeXoR (previous) (diff)

by FeXoR, 12 years ago

Screenshot of unrotated defense towers compared to the Hellenes wall tower and it's VISUAL entrance

comment:5 by historic_bruno, 11 years ago

Component: Core engineArt & Animation
Description: modified (diff)
Keywords: simple removed
Milestone: BacklogAlpha 13
Resolution: fixed
Status: newclosed
Summary: Correct unit spawning for wall towers'hele_wall_tower' templates visual entrance differs from drop point

comment:6 by FeXoR, 10 years ago

(I don't know why you set this ticket to fixed, historic_bruno. It wasn't and we don't need to change any droppoint.)

Enrique rotated the Hellenic wall tower (and the inherited ones) and RMS wall placement now perfectly works.

Ingame wall placement (and Atlas), however, has the "inside" of gates not on the same side than the wall towers drop point (and never had).

So I asked Enrique to rotate the gates as well (then gates and wall towers drop points would be consistent)

The RMS wall placement did that before so it needs to be changed back there by editing 0ad/binaries/data/mods/public/maps/random/rmgen/wall_builder.js line 130 to

wallStyles[style]["gate"] = new WallElement("gate", "structures/" + style + "_wall_gate", PI, gateWidth);

(Just change the angle from 0*PI to PI)

EDIT NOTE: This is already changed in http://trac.wildfiregames.com/changeset/14169

Ingame wall placement would be consistent but you had to build walls counter clockwise around your base (which might be counterintuitive though I'm not quite sure). To change it to clockwise again would need to change 0ad/binaries/data/mods/public/gui/session/input.js Line 962 to

placementSupport.angle = Math.atan2(placementSupport.position.x - target.x, placementSupport.position.z - target.z);

(So just swap start and target)

Even in Atlas it would be more consistent to the rule that buildings placed with the default angle would face bottom right (towards the editor with unrotated view) with their good-looking side (and their entrance if they have a droppoint).

Last edited 10 years ago by FeXoR (previous) (diff)
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