Posted: Tue Aug 29, 2006 3:13 pm
Alright. There seems to be very little information on what the different flags in the col_flags4 field acutally do. It's known that they are only used for objects with mass, but other than that...
Alright. I'm going to list them, and what's known. As stuff is deciphered, I'll add the information to the first post. This should be something that can be scientifically tested in a test age, but there are a lot of combinations.
Zero question marks means it's 100% proven. One question mark means at least one person has said that's the case, or there's pretty good evidence so far. Two means there is have some idea from testing, but it's not exactly ironed out yet. Three are things that have been inferred from the name, with some degree of probability. Four question marks are used when it's inferred from the name, but it's kind of a guess. Five question marks mean that I have no idea, and neither does anyone else I've talked to.
kDisable: ? Apparently, Nothing.
kWeightless: ?? No effect on regions. Appeared to lower friction slightly on kickable.
kPinned: ? Collision on, can't move or translate. Disabling this on a region disables the region.
kWarp: ????? No effect on regions.
kUpright: Translation only. Rotation disabled. No effect on regions.
kPassive: ? Same apparent effect as suppressed
kRotationForces: ????? No effect on regions.
kCameraAvoidObject: Camera moves to avoid view being blocked.
kPhysAnim: ????? No effect on regions
kStartInactive: ????? No effect on regions.
kNoSyncronize: ?? No apparent effect on regions. Unknown on kickables.
kSuppressed: Stays still, no collision. Disables regions.
Testing Techniques:
Kickables: Create two kickables. I recomend something that will roll, in case one of these disables rolling. Say two beach balls. Apply each flag in turn to only one of those balls, and see what happens. Always keep the other ball as a control.
Static Colliders: Same as above. I recomend visible colliders, so you can see if any of these effect visibility.
Regions: Use footstep regions. They make a noise, so you can see what's happening to them.
Scripts: Try moving and rotating an object with a script, applying the flags in turn. Also, see what happens if the flag is toggled with a script, if said toggling is possible.
Alright. I'm going to list them, and what's known. As stuff is deciphered, I'll add the information to the first post. This should be something that can be scientifically tested in a test age, but there are a lot of combinations.
Zero question marks means it's 100% proven. One question mark means at least one person has said that's the case, or there's pretty good evidence so far. Two means there is have some idea from testing, but it's not exactly ironed out yet. Three are things that have been inferred from the name, with some degree of probability. Four question marks are used when it's inferred from the name, but it's kind of a guess. Five question marks mean that I have no idea, and neither does anyone else I've talked to.
kDisable: ? Apparently, Nothing.
kWeightless: ?? No effect on regions. Appeared to lower friction slightly on kickable.
kPinned: ? Collision on, can't move or translate. Disabling this on a region disables the region.
kWarp: ????? No effect on regions.
kUpright: Translation only. Rotation disabled. No effect on regions.
kPassive: ? Same apparent effect as suppressed
kRotationForces: ????? No effect on regions.
kCameraAvoidObject: Camera moves to avoid view being blocked.
kPhysAnim: ????? No effect on regions
kStartInactive: ????? No effect on regions.
kNoSyncronize: ?? No apparent effect on regions. Unknown on kickables.
kSuppressed: Stays still, no collision. Disables regions.
Testing Techniques:
Kickables: Create two kickables. I recomend something that will roll, in case one of these disables rolling. Say two beach balls. Apply each flag in turn to only one of those balls, and see what happens. Always keep the other ball as a control.
Static Colliders: Same as above. I recomend visible colliders, so you can see if any of these effect visibility.
Regions: Use footstep regions. They make a noise, so you can see what's happening to them.
Scripts: Try moving and rotating an object with a script, applying the flags in turn. Also, see what happens if the flag is toggled with a script, if said toggling is possible.