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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 09 Nov 2010, 13:45

Some of you may have seen the archers we added.
JBSnorro did all the work, and it really did take a lot of work to figure out the arrow trajectories.
Last time I heard there was still a small problem with target acquiring (targets outside of the range of the platoon leader would never be found even if part of the platoon could aim for them) but that will probably be fixed soon.
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Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 17 Nov 2010, 10:16

Does this mean that platoon leader looks for targets and translates attack orders to his members?

How did you solved the trajectory for arrows and bolts?
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 17 Nov 2010, 10:47

I'm not really sure, JBSnorro could answer those questions better.
He collected the trajectory data with a lot of screenshots
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Humbelum

Lance Carrier

Posts: 60

Joined: 15 Jul 2009, 22:00

Location: Germany

Post 17 Nov 2010, 17:41

You mean this one?

click

also added to fighting system thread
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Krom

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Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 18 Nov 2010, 08:57

Thats exactly what I meant, thx :)
Replied there
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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JBSnorro

Barbarian

Posts: 106

Joined: 20 Nov 2007, 23:00

Post 02 Jan 2011, 01:21

Ok, the range of bowmen has been established. About the trajectories, let me picture the problems it contains and sketch my solutions:

I created a program which took thousands of screenshots of a bowmen and a target in flat level in the original KaM. I captured every position of the arrow in every combination of the relative position of shooter and target, and after acquiring those it is only straightfoward work to get the offsets of the arrows in pixels. The logical thing to do is to put that in a file, and load that when TKE loads. So I have the data. Well, almost....

There are only four things I needed to account for. Firstly, I only covered half of all combinations of relative positions between shooter and target, since it is horizontally symmetric(actually in the original it isn't, but in TKE it will be). Secondly, the trajectories of the projectiles thrown by watchtowers and shot by ballistas aren't projected like that, but lineary, although I haven't verfied that assumption in the original. The third thing to think about is when the world isn't flat as in my testcase. To take heightdifferences into account I just scale the trajectory to fit the heightdifference. The fourth thing/problem I encountered was that the program did not capture arrowtrajectories when fired over very great distances, which can be accomplished when the target moves. I calculate these trajectories by taking the largest available trajectory in the same direction, and with some simple interpolating and extrapolation of that trajectory, I acquire a new trajectory which looks fine, but probably isn't exactly equal to trajectory the projectile would have in the original KaM.

If you have any question, I'd be happy to answer.

Edit:
There is a fifth thing, namely firing at buildings. I intend to find out what ratio of arrows shot at a building actually hit it. The exact percentage doesn't really matter, just a rough estimate will do. After a random coinflip has decided whether an arrow hits, I choose a targettile accordingly. On a random tile on the building if it is supposed to hit and otherwise on a random tile on the far side next to the building.

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