Closed esper closed 9 years ago
It's an issue with either the hightmap object or the kinematic play object and as you say, with steep sections of terrain (cliffs etc)
This is also a bug when the map is constructed using a mesh. Thus, it is a bug in the btCRKinematicCharacterController
class.
Perhaps you could create an issue with the bug? https://github.com/bulletphysics/bullet3/issues
Is this an issue with actual Mesh Mapping or due to the heightmap being converted to a mesh map?
Neither.
It's the Kinematic Character Controller not doing raycasts correctly.
On 11 June 2014 12:00, enjgine notifications@github.com wrote:
Is this an issue with actual Mesh Mapping or due to the heightmap being converted to a mesh map?
Reply to this email directly or view it on GitHub https://github.com/TheJosh/chaotic-rage/issues/85#issuecomment-45695361.
Sorry, I read "either the hightmap object or the kinematic play object" and just wanted to be sure I can't help
Yeah I was able to nail it down once I made map with a large mesh and no heightmap, and there was still an issue.
On 11 June 2014 12:56, enjgine notifications@github.com wrote:
Sorry, I read "either the hightmap object or the kinematic play object" and just wanted to be sure I can't help
Reply to this email directly or view it on GitHub https://github.com/TheJosh/chaotic-rage/issues/85#issuecomment-45697926.
This appears to be fixed on Therlor Valley as of 9884b99ec8ff. I haven't done heaps of testing yet. I haven't tested other heightmap-based maps yet.
In my testing, the caves map still has "holes" it it where the player can fall through. I'm not sure if this is the same issue or a different issue, I'm going to look into this.
This is still an issue on the caves map. I'm not sure if the cause is;
There are several "invisible holes" where the players and zombies can fall through the map and die. The holes are usually in steep hills and close to the walls.