When I first started mocking up the collapsing zone gametype I needed a sphere to use and couldn't find one. I ended up using the mesh from the redeemer shockwave and it was fine. However as I was tightening the code up the other day my math kept being off and I couldn't figure out why. Eventually I looked at the shockwave mesh and it's not a true sphere, it's actually somewhat oblong. That's why my math kept being slightly off. I really need to fix this.
Thanks if you can do this!
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I don't think only 200 polys will cut it, especially given the size that you want which is pretty big.
Since it's a single model, I would instead advise to make it at least 1000 polys, as the engine can handle some 1k models in view just fine.
Spheres have a bit more science to them than what they look at first, especially when your next worry is UV mapping: some ways of building spheres are more UV mapping friendly than others.
The ultimate one is making a sphere out of a tessellated cube (this is what games like No Man's Sky do to generate planets).
For whoever's interested: https://medium.com/game-dev-daily/four- ... 956b825db4
Krullor is making it as we speak, and is using your suggestion of vastly increased face count.
(importer) https://github.com/CacoFFF/SiegeIV-UT99 ... hieldHQ.uc
(models) https://github.com/CacoFFF/SiegeIV-UT99 ... ter/Models
And this is what it looks like: The model has surfaces facing both ways, the inner surfaces are modulated, the outer ones are normal/translucent and two-sided.
And both inner and outer use different textures.
Forgot to say, the minishield actor has a CollisionRadius/CollisionHeight of 50, and a fully spheric hitbox (see: AdjustHitLocation)
https://github.com/CacoFFF/SiegeIV-UT99 ... iShield.uc
So it's safe to assume I made the sphere with a radius of 50 as well.
That being said I'm *super* grateful for you letting me use this. It's exactly what I needed and then some. Thank you very much. Yay community!!
Edit: OMG that looks so sexy in UnrealFX....
2nd (and last) Edit: Imported this into my game and it works perfectly. I had to redo my math to match the different base mesh size but as soon as I did the threshold was spot on. NOW it's right (and I can go to bed lol).