Gamestudio Links
Zorro Links
Newest Posts
Executing Trades on Next Bar Open
by Zheka. 06/20/24 14:26
Lapsa's very own thread
by rki. 06/19/24 11:27
A simple game ...
by VoroneTZ. 06/18/24 10:50
Face player all the time ...
by bbn1982. 06/18/24 10:25
Zorro Beta 2.61: PyTorch
by jcl. 06/10/24 14:42
New FXCM FIX Plugin
by flink. 06/04/24 07:30
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (Martin_HH, TipmyPip), 1,279 guests, and 10 spiders.
Key: Admin, Global Mod, Mod
Newest Members
squik, AemStones, LucasJoshua, Baklazhan, Hanky27
19060 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 3 of 3 1 2 3
Re: Entity-Darstellungsfehler! Hilfe!!!! [Re: Alan] #207806
05/22/08 11:01
05/22/08 11:01
Joined: Jul 2006
Posts: 511
Germany,NRW
KMS Offline
User
KMS  Offline
User

Joined: Jul 2006
Posts: 511
Germany,NRW
Versuch doch einfach mal,dem Warlock keine Action zuzuweisen.Wenn der Fehler dann weg sein sollte,muß es am Script liegen!


You need full animated lowpoly-fishes?Look at
http://www.projekt-3d.de/pages/shop2pag.html
Re: Entity-Darstellungsfehler! Hilfe!!!! [Re: KMS] #207840
05/22/08 15:50
05/22/08 15:50
Joined: Apr 2007
Posts: 141
Germany
Timothy Offline
Member
Timothy  Offline
Member

Joined: Apr 2007
Posts: 141
Germany
Das meine ich doch. Es hat nichts mit den Modellen zu tun.
Poste mal die player-action, dann kann ich dir höchstwarscheinlich zeigen was du auskommentieren musst. Aber bei einer Sache bin ich mir sicher: Es hat nichts mit den Modellen zu tun. Teste es mal so: Nimm das guard Modell und weise ihm die player-action zu (ist ja bereits so), und setze irgendwo ins level ein zweites guard-modell (OHNE action). Der ohne action sollte keinen "Fehler" haben.

Re: Entity-Darstellungsfehler! Hilfe!!!! [Re: Timothy] #207843
05/22/08 16:05
05/22/08 16:05
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
User
flits  Offline
User
F

Joined: Jul 2007
Posts: 959
nl
try this one

function main()
{
level_load("");
wait(2);
set(camera,CULL_CW);// and try NOCULL
...


and maby check if you didnt change arc and aspect of the camera
and if that didnt work create a view and look if they are culled to

Last edited by flits; 05/22/08 16:09.

"empty"
Re: Entity-Darstellungsfehler! Hilfe!!!! [Re: flits] #207888
05/22/08 21:14
05/22/08 21:14
Joined: May 2008
Posts: 301
Oxy Offline
Senior Member
Oxy  Offline
Senior Member

Joined: May 2008
Posts: 301
Zur Zusammenfassung:

"komische" Polygone wenn entweder:

-Beim Modell geflippte normalen (MED)
-Skin mit alphakanal (TGA / bittiefe - Med)
-transparenz aktiviert per skript (in der action
-irgendwelche komischen shader in der action laufen

oder

-grafik-karte spinnt (was offensichtlich nicht der fall ist)

Re: Entity-Darstellungsfehler! Hilfe!!!! [Re: Oxy] #207910
05/23/08 06:07
05/23/08 06:07
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
Good morning...

what a nice day to fix some errors ^^
Yesterday I tried to write my own movement-code, unfortunately it didn't work properly, but what I saw was our special error considering transparency again. Today, I copied and pasted Geroge's movement code out of AUM 46 and modified it a bit. Everything considering transparency was thrown out of the code, therefore it looks like that now:

Code:
 
  // testlevel2.wdl
var camera_distance = 0;
var camera_height = 0;
var camera_mode = 0; 
sound step_wav = <step.wav>;
var temporary_distance = nullvector;
var distance_traced = 0;

function main()
{
   level_load("testlevel2.wmb");
}

action player_action()
{
   player = me;                     // Entity, die diese Aktion aufruft, wird als "Player" definiert.
   my.skill40 = camera_distance;    // Entity-interne Variable 40 soll der Kamera-Distanz entsprechen.
   my.skill41 = camera_height;      // Entity-interne Variable 41 soll der Kamera-Höhe entsprechen.
   camera_mode = 3;                 // Standard-Ansicht soll 3rd-Person sein.
   
   while(1)                         // ENDLOSSCHLEIFE
   {
     player.pan -= 10 * mouse_force.x * time -1.5 * (key_a - key_d);      // dreht den Spieler wenn A oder D gedrückt oder Maus bewegt wird
     camera.x = player.x - 20* camera_distance * cos(player.pan);             // positioniert die Kamera.
     camera.y = player.y - 20* camera_distance * sin(player.pan);
     camera.z = player.z + camera_height* 0.8 * sin (my.skill46 * 3.6) + 20;
     camera.pan = player.pan;
     camera.tilt += 7 * mouse_force.y * time;
     camera_distance = min(max(camera_distance, 5), 1000);                 // 5 < Kamera-Distanz < 500
     if (key_w + key_s > 0)                                               // W und S bewegen den Spieler vor oder zurück.
     {
        ent_cycle("walk", my.skill46);                                    // Animation der Spieler-Entity.
        my.skill46 += 10 * (1 + key_shift * 0.5) * time;                  // Animationsframe wird weitergeschaltet.
                                                                          // Erhöhte Geschwindigkeit, wenn Shift gedrückt.
        my.skill46 %= 100;                                                // My.Skill56 mod 100. Beschränkung auf Werte 1-100.
     }  
     else
     {
        ent_cycle("stand", my.skill48);                                   // Animation der Spieler-Entity.
        my.skill48 += 2 * time;                                           // Gilt für die unbewegte Spieler-Entity.
        my.skill48 %= 100;
     } 
     
     vec_set(temp, my.x);                    // (temp.x|temp.y|temp.z) = (player.x|player.y|player.z)
     temp.z -= 10000;
     trace_mode = ignore_me + ignore_passable + use_box;
     temp.z = -trace(my.x, temp);
     temp.x = 10 * (key_w - key_s) * (1 + 1 * key_shift) * time;
     temp.y = 0;
     my.skill47 += ent_move(temp, nullvector);         // ent_move liefert als Ergebnis die Distanz der Bewegung zurück.
     if (my.skill 47 > 50)                             // ist die Distanz größer als 50 Quants...
     {
        snd_play(step_wav, 30, 0);                     // ... wird ein Schrittgeräusch abgespielt.
        my.skill47 = 0;
     }
     wait(1);
   }
}
 



And here's a screenshot of how it looks now:


(If somebody can't see the screenshot please use the following link: http://www.letsshareit.net/files/view/5/tree.jpg)

The cbabe-model looks normal again... strange, extremely strange, taking into consideration that I didn't play around with trasparency or alpha at all in my own code yesterday... But still - don't you thinkt that those trees look a bit odd? I know, in this picture they look normal, but when you move around them you get the feeling that you can see right through them and always see the "back" side of the tree... I don't know how to describe it in another way xD

Re: Entity-Darstellungsfehler! Hilfe!!!! [Re: Alan] #207942
05/23/08 12:09
05/23/08 12:09
Joined: Apr 2007
Posts: 141
Germany
Timothy Offline
Member
Timothy  Offline
Member

Joined: Apr 2007
Posts: 141
Germany
What did I say? wink
This tree-problem is not a "mistake" of the engine.
It's the alpha channel. I also saw it with loopix trees.
But here I don't know how to fix it.

Re: Entity-Darstellungsfehler! Hilfe!!!! [Re: Timothy] #207944
05/23/08 12:29
05/23/08 12:29
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Originally Posted By: Timothy
What did I say? wink
This tree-problem is not a "mistake" of the engine.
It's the alpha channel. I also saw it with loopix trees.
But here I don't know how to fix it.


You need a simple FFP effect to correct the z-sorting of transparent objects like trees. You can find an example in the WIKI:
http://www.coniserver.net/wiki/index.php/ImprovedOverlay


Models, Textures and Games from Dexsoft
Re: Entity-Darstellungsfehler! Hilfe!!!! [Re: Machinery_Frank] #207951
05/23/08 14:21
05/23/08 14:21
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
Those trees ARE loopix trees. *lol* Should have mentioned that before, I guess, I didn't know that they are that well-known ^^

@Machinery_Frank: Never heard of a "FFP effect". What's that? I took a look at the code in the WIKI but I couldn't make heads or tails of it... what it is about?

Page 3 of 3 1 2 3

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