Thread: Dynamic map region (issue with height lvls)

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  1. #1 Dynamic map region (issue with height lvls) 
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    EDIT: I think the issue with maps not being flat is fixed, so only the clipping issue is left.

    So the dynamic map regions are working fine for me if I use height lvl 0.

    - But if I use any other height lvl, the floor is not flat and theres some small clipping/pathfinding issues.
    - And if I create a map to height lvl 0, but use map parts from different height lvls, it will still have those clipping/pathfinding issues, but the floor is flat like supposed to.

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    PS. Not really expecting to be answered, but will be pleasantly surprised if I do.
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    I too have noticed this, sometimes it depends where you originally came from on the world map but this is a problem i have seen too, let me know if you get to the bottom of this

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    Tile heights are interpolated from the values of the surrounding tiles, this means if you copy a chunk into a region which doesn't have a completely flat "heightmap" the tiles around the edges where the dynamic chunk meets static chunks can become warped. Iirc it can be solved by sending flat/blank dynamic chunks on the outer edges of the filled ones.
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    Quote Originally Posted by Greg View Post
    Tile heights are interpolated from the values of the surrounding tiles, this means if you copy a chunk into a region which doesn't have a completely flat "heightmap" the tiles around the edges where the dynamic chunk meets static chunks can become warped. Iirc it can be solved by sending flat/blank dynamic chunks on the outer edges of the filled ones.
    But im almost at the center of the dynamic chunk. and not really sure what could I send next to this room as the map should be completely blank.

    Quote Originally Posted by Optimum View Post
    I too have noticed this, sometimes it depends where you originally came from on the world map but this is a problem i have seen too, let me know if you get to the bottom of this
    I tested this and yea it seems it might affect this. - I first teled to the map where all the construction rooms are located, which I know is a flat map, and then teled to my house and the result was better. (but the problem can still be seen)
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    - And if I create a map to height lvl 0, but use map parts from different height lvls, it will still have those clipping/pathfinding issues
    This is a client bug in 317 iirc.
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    Quote Originally Posted by mige5 View Post
    But im almost at the center of the dynamic chunk. and not really sure what could I send next to this room as the map should be completely blank.

    Dynamic region* and yeah, it doesn't matter, on 317 the heightmap never get's reset, the only way you can change those values to zero is overriding them with an empty dynamic chunk. I took a look back at my code in Fury and if it's not a populated chunk it sends the same chunk as the static one. Now that's based on the assumption that you're using empty regions for instancing, if you're using the "height trick" to instance then none of this will ever work because the height map & pathfinding will always be based on the bottom house.
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    Quote Originally Posted by Greg View Post
    Dynamic region* and yeah, it doesn't matter, on 317 the heightmap never get's reset, the only way you can change those values to zero is overriding them with an empty dynamic chunk. I took a look back at my code in Fury and if it's not a populated chunk it sends the same chunk as the static one. Now that's based on the assumption that you're using empty regions for instancing, if you're using the "height trick" to instance then none of this will ever work because the height map & pathfinding will always be based on the bottom house.
    Yeah im using empty space x is like 10k+.. I was thinking instead of sending new map chunks to reset the height, maybe a client-sided way to reset the heights if dynamic map region is used. (so it should only have the height info for the map that is sent.)

    Quote Originally Posted by Graham View Post
    This is a client bug in 317 iirc.
    yea should be, since I also tested this by forcing the server load the object & floor data still from height 0 map even though im actually getting the map from height 1 and sending that to client. (so it shouldnt be an issue with servers clipping system)
    - u have any idea about how to fix it? (- as I did take a look on #459, and the region loading code did look pretty much the same)
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    Quote Originally Posted by mige5 View Post
    - u have any idea about how to fix it? (- as I did take a look on #459, and the region loading code did look pretty much the same)
    Server side pathfinding
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    Quote Originally Posted by Greg View Post
    Server side pathfinding
    Won't help fix completely cos the minimap flag is still done client-side.

    Quote Originally Posted by mige5 View Post
    - u have any idea about how to fix it? (- as I did take a look on #459, and the region loading code did look pretty much the same)
    I can't remember the exact line of code but it's fairly easy to fix, it incorrectly copies the clipping data from the destination level rather than the source level iirc. You'd need to make it copy from the source level.
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    Can you describe the issues with pathfinding? Is the concerned chunk/area of chunks rotated?
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