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Post by Deleted on Jul 19, 2015 18:23:50 GMT
... i did a bit of experimenting and found that this numbersare optimal. <field name="fMaxSlopeAngle" type="Float32">75</field> // 75 can stay as it is <field name="fMaxTerrainSlopeAngle" type="Float32">135</field> // 75 Hi, all. I think more logical edit this block: ... <object name="SlopeBehavior"> <!-- string 2030 --> <object hash="054FBEAD"> <object hash="120202B6"> <field name="fSlideSlopeAngle" type="Float32">45.1</field> <!-- 75 --> <field name="fFallingSlopeAngle" type="Float32">75</field> <!-- 85 --> <field name="fMinSlideFallAccel" type="Float32">8</field> ... ... and as extrim add change of the block (shown above): <field name="fMaxTerrainSlopeAngle" type="Float32">88</field> ... Your opinion?
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Post by pj on Jul 19, 2015 18:55:07 GMT
Sorry - I might be blind, but - where is this block, anvart?
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Post by Deleted on Jul 19, 2015 19:04:33 GMT
Hi, PJ.
File 153129968707904202.ark.xml: <object name="SlopeBehavior"> <!-- string 2030 -->
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Post by pj on Jul 19, 2015 22:01:35 GMT
Hmmph... I have three files in the archetypres library, I have the right block in each, but I don't see any of these parameters anywhere.
field name="fSlideSlopeAngle" type="Float32">45.1</field> <!-- 75 --> <field name="fFallingSlopeAngle" type="Float32">75</field> <!-- 85 --> <field name="fMinSlideFallAccel" type="Float32">8</field>
OK - there's lots of BinHex here too: - what are the line numbers you're finding?
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Post by JRavens on Jul 19, 2015 22:35:25 GMT
I think anvart added those based off the decoded FC3 files.
I'm guessing he's changed lines 2030-2035 which undecoded look like this:
<object hash="054FBEAD"> <object hash="120202B6"> <field hash="6E9AACFC" type="BinHex">00006042</field> <field hash="21724554" type="BinHex">00009842</field> <field hash="FFCE8FA1" type="BinHex">00000041</field>
So I'm assuming fSlideSlopeAngle is the angle the character starts to slide down and fFallingSlopeAngle is the angle where he actually falls.
The problem here is I very seriously doubt Ubi handcrafted all the angles is the game. They more likely just used terrain generation tools to create what they needed and touched up areas they wanted or didn't want Ajay to get over. So it seems unlikely we would find the perfect angle to assign where he will or won't start to slide/fall. I think fMaxTerrainSlopeAngle overrides this behavior anyway.
Not to say it's not worth testing, but if fMaxTerrainSlopeAngle works then that's the easiest change.
I would rather try to find the variables that properly control when he deploys his wingsuit and get those touched up because I've yet to find a good compromise between running and jumping off a cliff and being able to deploy or face planting and taking damage. More often then not he takes off while running down a hill anyways *sigh*
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Post by Deleted on Jul 20, 2015 0:27:53 GMT
I use Gibbed dunia 2 r179 (compiled on may 27, 2013) with additions for FC4. I do not remember in detail what I did with the contents of "binary objects" (classes, files) folder ... Yes, for getting of readable content for nomadobjecttemplates.xml, I used NomadObjectTemplates.binaryobjectfile.xml file and, as an example of the decoding, nomadobjecttemplates content from FC3 (with decoding by tools Razor.DataConversion, Razor.External.HashGenerator). But when decoding 153129968707904202.ark.fcb I get the result, that you see, automatically. In my game I used <field name="fSlideSlopeAngle" type="Float32">60</ field> and then ">68<"... about six months... it works fine for me (sorry, for Ajay Ghale), for my purpose. ... the truth, the animation of lifting on steep slope is slightly curve...
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Post by JRavens on Jul 20, 2015 4:12:41 GMT
>I do not remember in detail what I did with the contents of "binary objects" (classes, files) folder ... That's too bad because I've wanted to use Razors definitions for a while now, but can't get it to work correctly with dunia
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Post by Deleted on Jul 20, 2015 6:03:14 GMT
What do you mean? ... "gibbed_fc4project"? Yes, I corrected something there... I wrote about it above.
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