Gamestudio Links
Zorro Links
Newest Posts
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
0 registered members (), 1,382 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
AemStones, LucasJoshua, Baklazhan, Hanky27, firatv
19055 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Making tall grass in 3dgs #141779
07/17/07 21:15
07/17/07 21:15
Joined: Jul 2006
Posts: 91
Florida, USA
Knuckles Offline OP
Junior Member
Knuckles  Offline OP
Junior Member

Joined: Jul 2006
Posts: 91
Florida, USA
Any suggestions on where to begin to start making tall grass in 3dgs? Basically I want the player to be able to run through it and the grass moves and such. I know that probably requires collision checking for that to happen, right? I see this in so many 3d games, so I'm wondering how do I go about doing this? Thanks in advance.

Re: Making tall grass in 3dgs [Re: Knuckles] #141780
07/18/07 06:26
07/18/07 06:26
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
you're probably best-off with tall quads (mdl) with tga textures (or even just overlayed transparency) that are animated (or programmed) to bend down, and you'd make them do this whenever the player (or any character you deem fit) is within a certain distance from them. you wouldn't want to use real collision detection functions due to their slowness (except c_scan might not be so bad).

hope this gives you a good idea

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Making tall grass in 3dgs [Re: JibbSmart] #141781
07/18/07 14:41
07/18/07 14:41
Joined: Jul 2006
Posts: 91
Florida, USA
Knuckles Offline OP
Junior Member
Knuckles  Offline OP
Junior Member

Joined: Jul 2006
Posts: 91
Florida, USA
Won't that make the game really slow with so many grass mdls on the screen at once like that?

Re: Making tall grass in 3dgs [Re: Knuckles] #141782
07/18/07 15:09
07/18/07 15:09
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
yeah but there are workaround.. you might want to write a script to fade out distant grass the further away you are from them, then switch their invisible = on, also keeping a level kind of modest could help

Re: Making tall grass in 3dgs [Re: JetpackMonkey] #141783
07/20/07 17:11
07/20/07 17:11
Joined: Jul 2006
Posts: 91
Florida, USA
Knuckles Offline OP
Junior Member
Knuckles  Offline OP
Junior Member

Joined: Jul 2006
Posts: 91
Florida, USA
Alright, when making the actual grass models on the level, I would need to already have the grass there in the main level *.WMB file so when you first start the program it loads the level with the grass on it?
If I have to do that, then is there a way to control how much of the grass is loaded initially when it loads the level? Is there an easier way to do this? or is this the standard way it's done?

This is what I had in mind what I wanted the grass to look like on the level (see below). Basically when you run over the grass (or even flowers) then the grass moves a little and/or reacts to the player touching the grass. Does that need to be programmed for each individual strand of grass? I'm just wondering what the secret is behind doing it efficiently (if there is one)




Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1