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Re: Formula Cars Editor Updated Screenshot [Re: Carloos] #110829
02/25/07 22:30
02/25/07 22:30
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
User
demiGod  Offline
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Joined: Mar 2006
Posts: 752
Portugal
Hi Carloos, the ingame editor its looking awesome really like the style, and i´m sure the editor will be very handy and helpfull, not only in this development phase.

I am glad the improvements in your project are going on top, so keep doing a good work and good luck!

Re: Formula Cars Editor Updated Screenshot [Re: demiGod] #110830
02/26/07 12:51
02/26/07 12:51
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
User
Carloos  Offline OP
User

Joined: Mar 2005
Posts: 514
Brazil
Hi demiGod,

Thankyou for your comments !

Formula Cars Spawner test [Re: Carloos] #110831
02/27/07 03:05
02/27/07 03:05
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
User
Carloos  Offline OP
User

Joined: Mar 2005
Posts: 514
Brazil
Hi all.

I just acomplished to make a first sucessfull test with the object spawner in squared or retangular regions, and made some screenshots of the process :

Selecting a region to fill :



Opening Object Spawner little panel ( still with only basic options ) :



The region is then filled with the object :



Another angle :



This is a very first test, but the functionality is there, I´m working on a second spawn system that will allow spawn in different shapes, or shapes created in real time by hand ( The shape creation / deform by mouse is already done, the object spawner for it, not yet ), and finally the constructor mode, to allow continous contructions like fences / walls.

After created, the spawned entities can be select normally as the other pre loaded entities, to have theyr properties changed.

The menu system is ready also.

The result layout then can be saved and reloaded at a later time.

This can easily be adapted with a dozen lines to load / unload complete levels.

Last edited by Carloos; 02/27/07 03:09.
Re: Formula Cars Spawner test [Re: Carloos] #110832
02/27/07 04:24
02/27/07 04:24
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
stunning. this is really impressive mate!

i've been watching this project for a while, and look forward to seeing more from it! no criticisms from me

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Formula Cars Spawner test [Re: JibbSmart] #110833
02/27/07 11:28
02/27/07 11:28
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
User
Carloos  Offline OP
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Joined: Mar 2005
Posts: 514
Brazil
Thankyou , Julz !

Re: Formula Cars Spawner test [Re: Carloos] #110834
02/27/07 15:11
02/27/07 15:11
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
User
demiGod  Offline
User

Joined: Mar 2006
Posts: 752
Portugal
Quote:


I dont use terrain at all.
Everything is MAx / MED modelled.





Hey Carloos, correct me if i am wrong but i cant see stencil shadows or soft shadows in your terrain models, its because you didnt applied it yet to your dynamic created objects?

If not, just an advice. Even its more important at first develop the gameplay, logic, physics, etc., dont forget things like shadows, they can kill your project at the end.

Again, your editor rocks!

Re: Formula Cars Spawner test [Re: demiGod] #110835
02/27/07 15:22
02/27/07 15:22
Joined: Nov 2004
Posts: 888
B
beegee Offline
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beegee  Offline
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B

Joined: Nov 2004
Posts: 888
Maybe this code will work properly for your object-placer script.

Code:
 temp.x = mouse_pos.x;
temp.y = mouse_pos.y;
temp.z = camera.z / cos(camera.tilt);
vec_for_screen(temp,CAMERA);
c_trace(camera.x,temp,ignore_passable);




Fratch - Newer statistics panel for GameStudio
Re: Formula Cars Spawner test [Re: demiGod] #110836
02/27/07 17:06
02/27/07 17:06
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
User
Carloos  Offline OP
User

Joined: Mar 2005
Posts: 514
Brazil
demiGod :

Thankyou for your comment about my project !

About the shadows, I'm really losted by now. In fact, my terrain is nothing else then a model, so I still dont know if the stancil shadows will be renderable on it....

I'm really planniing to bake the shadows in the textures if the stencil shadows will not work.

beegee :

Thankyou for your help, but by now my "point and select" is already working perfectly, using the code PHeMoX posted.

Last edited by Carloos; 02/27/07 17:09.
Re: Formula Cars WIP [Re: Carloos] #110837
04/25/07 04:15
04/25/07 04:15
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
User
Carloos  Offline OP
User

Joined: Mar 2005
Posts: 514
Brazil
Hi all.

Last days I got back to my projects, due to normal work, ect, I had to stop working on it for some weeks.

Last improvments I made :

* Basic Collision with the environment, adapting the physics code to use c_move.

* Started to work on an physics acumulator, to obtain the results of collisions with moving objects.

* Made improvments in the physical system script.

* Reworked tyre models.

* Started to work on more serious car models, if things go well I dont want to launch a demo with that crappy formula car.

This is a new basic chassis, almost identical to a Formula 3 car, with all the mounting points for suspension ready to go. The cockpit isnt ready yet, but will be very soon.



I´m planning to have a real working steering system visible to the player on the final result.

Thats it by now. Soon I will popst some more screenshots in game of this car, with its new tyres / wheels, that are looking really nice by now.Just cant wait to see it ready.

Any comments are welcome.

Re: Formula Cars WIP [Re: Carloos] #110838
04/25/07 23:47
04/25/07 23:47
Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Pedro_Amorim Offline
Member
Pedro_Amorim  Offline
Member

Joined: Nov 2006
Posts: 129
Gondomar, Portugal
Muito bom !! Demais mesmo. Quando conseguires meter as sombras a dar no terreno depois gostava de saber como fizeste isso:D

--

Very good, awesome!

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